My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
RIP

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Goblin Hut Balloon

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram Balloon Graveyard

Damage spells

Spells in your deck. Having at least one or two is recommended.

Poison

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Battle Ram Balloon Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Battle Ram Balloon

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Balloon Graveyard Goblin Machine

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Battle Ram Guards Skeleton Army Balloon Graveyard
Giant Snowball
Battle Ram Goblin Hut Guards Skeleton Army Balloon Graveyard
Zap
Battle Ram Goblin Hut Guards Skeleton Army Balloon Graveyard
Barbarian Barrel
Battle Ram Goblin Hut Guards Skeleton Army Graveyard
The Log
Battle Ram Goblin Hut Guards Skeleton Army Graveyard
Earthquake
Goblin Hut Guards Skeleton Army Graveyard
Arrows
Goblin Hut Guards Skeleton Army Graveyard
Royal Delivery
Battle Ram Goblin Hut Guards Skeleton Army Balloon Graveyard
Fireball
Battle Ram Goblin Hut Skeleton Army Balloon
Poison
Goblin Hut Guards Skeleton Army Balloon Graveyard
Lightning
Battle Ram Goblin Hut Balloon
Rocket
Goblin Hut Balloon

Against air swarms

Spells and units that can counter air swarms.

Poison Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Poison Goblin Machine

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Battle Ram Guards Skeleton Army Poison Goblin Machine

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army Graveyard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Guards Skeleton Army Battle Ram Poison Goblin Hut Balloon Graveyard Goblin Machine

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

14 Guards Skeleton Army Battle Ram Poison

Attack Synergies 2 7

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Battle Ram
Poison Goblin Hut Graveyard
Goblin Hut
Battle Ram Balloon Graveyard
Guards
Graveyard
Skeleton Army
Poison
Battle Ram Graveyard Balloon
Balloon
Goblin Hut Poison Graveyard
Graveyard
Poison Battle Ram Goblin Hut Guards Balloon
Goblin Machine

Defense Synergies 0 3

Battle Ram
Goblin Hut
Skeleton Army
Guards
Skeleton Army Poison
Skeleton Army
Goblin Hut Guards
Poison
Guards
Balloon
Graveyard
Goblin Machine

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Goblin Hut
Skeleton Army Goblin Hut
Goblin Hut Skeleton Army
Goblin Hut Skeleton Army Guards
Skeleton Army Poison
Skeleton Army Guards
Goblin Hut Poison
Poison
Goblin Hut Skeleton Army
Guards Skeleton Army
Guards Skeleton Army Poison Goblin Hut
Goblin Hut Poison
Goblin Hut Skeleton Army Guards
Skeleton Army Goblin Hut Guards Poison
Skeleton Army Goblin Hut
Skeleton Army Goblin Hut
Goblin Hut Skeleton Army Poison
Goblin Hut Guards Skeleton Army
Poison Goblin Hut Guards
Goblin Hut
Skeleton Army Guards Poison

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Guards Skeleton Army Goblin Hut
Poison
Guards Skeleton Army Goblin Hut
Guards Skeleton Army
Goblin Hut Guards Skeleton Army
Poison Goblin Hut
Guards Skeleton Army Goblin Hut
Skeleton Army
Goblin Hut Skeleton Army Poison
Goblin Hut Guards Skeleton Army
Goblin Hut Guards
Skeleton Army Guards Poison
Skeleton Army Guards
Skeleton Army
Goblin Hut Guards Skeleton Army Poison
Poison Goblin Hut
Goblin Hut

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Poison Guards
Poison
Goblin Hut Poison
Guards Poison
Poison
Poison
Poison
Poison
Poison
Guards Poison
Poison
Poison
Poison Goblin Hut
Poison
Goblin Hut Poison
Goblin Hut Poison
Goblin Hut Poison
Poison
Poison
Poison
Poison
Poison
Poison
Poison
Poison
Poison
Poison
Poison
Goblin Hut Guards Poison
Poison
Poison
Poison
Goblin Hut Guards Skeleton Army
Poison
Poison
Poison
Poison
Guards Poison
Poison
Poison

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