My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Bad
Versatility
Bad
F2P score
Good

4 problems 4 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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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 Gang

Defensive buildings

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

Cannon

Investments

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

Skeletons

Offensive cards

Win conditions

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

Hog Rider Royal Hogs Wall Breakers

Damage spells

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

Rage

Punishments

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

Goblin Gang Hog Rider Royal Hogs Wall Breakers

Pump responses

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

Missing

Dropped at the bridge

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

Goblin Gang Hog Rider Royal Hogs Wall Breakers

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.

Hog Rider Royal Hogs

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
Skeletons Goblin Gang Hog Rider Royal Hogs Wall Breakers Skeleton Army
Giant Snowball
Skeletons Cannon Goblin Gang Hog Rider Royal Hogs Wall Breakers Skeleton Army
Zap
Skeletons Cannon Goblin Gang Royal Hogs Wall Breakers Skeleton Army
Barbarian Barrel
Skeletons Cannon Goblin Gang Royal Hogs Wall Breakers Skeleton Army
The Log
Skeletons Cannon Goblin Gang Hog Rider Royal Hogs Wall Breakers Skeleton Army
Earthquake
Skeletons Cannon Goblin Gang Hog Rider Royal Hogs Skeleton Army
Arrows
Skeletons Goblin Gang Royal Hogs Wall Breakers Skeleton Army
Royal Delivery
Skeletons Goblin Gang Hog Rider Royal Hogs Wall Breakers Skeleton Army
Fireball
Cannon Goblin Gang Hog Rider Royal Hogs Wall Breakers Skeleton Army
Poison
Cannon Goblin Gang Royal Hogs Skeleton Army
Lightning
Cannon
Rocket
Hog Rider Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Rage Skeleton Army

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

Weak when underleveled

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

Goblin Gang

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Wall Breakers Rage Cannon Goblin Gang Skeleton Army Hog Rider Royal Hogs

Shortest cycle

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

8 Skeletons Wall Breakers Rage Cannon

Attack Synergies 2 1

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.

Skeletons
Cannon
Goblin Gang
Hog Rider Royal Hogs
Hog Rider
Goblin Gang Rage
Royal Hogs
Goblin Gang
Wall Breakers
Rage
Hog Rider
Skeleton Army

Defense Synergies 1 3

Skeletons
Cannon
Cannon
Skeletons Goblin Gang Skeleton Army
Goblin Gang
Cannon Skeleton Army
Hog Rider
Royal Hogs
Wall Breakers
Rage
Skeleton Army
Cannon Goblin Gang

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.

Cannon
Skeleton Army Skeletons Cannon Goblin Gang
Cannon Goblin Gang Skeleton Army Skeletons
Cannon Skeleton Army Skeletons Goblin Gang
Skeleton Army
Goblin Gang Skeleton Army Skeletons Cannon
Cannon Goblin Gang
Cannon
Cannon Skeletons Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Skeletons Cannon
Goblin Gang Skeleton Army Skeletons Cannon
Goblin Gang
Cannon Skeleton Army Skeletons Goblin Gang
Skeleton Army Cannon Goblin Gang
Skeleton Army Cannon Goblin Gang
Skeleton Army Cannon Goblin Gang
Skeletons Cannon Goblin Gang Skeleton Army
Cannon Goblin Gang Skeleton Army
Cannon
Cannon
Goblin Gang Skeleton Army Cannon
Cannon

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Skeletons
Goblin Gang
Goblin Gang Skeleton Army Skeletons
Goblin Gang Skeleton Army
Skeletons Cannon Goblin Gang Skeleton Army
Skeletons Goblin Gang
Goblin Gang Skeleton Army Skeletons
Skeleton Army
Skeletons Skeleton Army
Skeletons Cannon Goblin Gang Skeleton Army
Skeleton Army
Skeleton Army Skeletons Cannon Goblin Gang
Cannon Skeleton Army
Goblin Gang Skeleton Army Skeletons
Cannon
Cannon

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.)

Goblin Gang
Goblin Gang Skeleton Army
Goblin Gang
Goblin Gang

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