My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Good
Synergy
Good
Versatility
Mediocre
F2P score
Great!

3 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 direct tower 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 spells that can finish it off. 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!
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 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!
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 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.

Minions Dart Goblin

Defensive buildings

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

Missing

Investments

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

Skeletons Elixir Golem

Offensive cards

Win conditions

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

Elixir Golem Hog Rider Royal Hogs

Damage spells

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

Missing

Punishments

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

Elixir Golem Hog Rider Royal Hogs

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.

Goblins Dart Goblin Elixir Golem Hog Rider Royal Hogs

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 Minions Elixir Golem Hog Rider Royal Hogs Guards
Giant Snowball
Skeletons Goblins Minions Dart Goblin Hog Rider Royal Hogs Guards
Zap
Skeletons Goblins Minions Dart Goblin Royal Hogs Guards
Barbarian Barrel
Skeletons Goblins Dart Goblin Elixir Golem Royal Hogs Guards
The Log
Skeletons Goblins Dart Goblin Elixir Golem Hog Rider Royal Hogs Guards
Earthquake
Skeletons Elixir Golem Hog Rider Royal Hogs Guards
Arrows
Skeletons Goblins Minions Dart Goblin Royal Hogs Guards
Royal Delivery
Skeletons Goblins Minions Dart Goblin Elixir Golem Hog Rider Royal Hogs Guards
Fireball
Minions Dart Goblin Elixir Golem Hog Rider Royal Hogs
Poison
Minions Dart Goblin Elixir Golem Royal Hogs Guards
Lightning
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

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.

Elixir Golem Guards

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.

Goblins Minions Dart Goblin

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Goblins Minions Dart Goblin Elixir Golem Guards Hog Rider Royal Hogs

Shortest cycle

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

9 Skeletons Goblins Minions Dart Goblin

Attack Synergies 2 8

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
Goblins
Hog Rider
Minions
Hog Rider Elixir Golem Royal Hogs
Dart Goblin
Elixir Golem Hog Rider Royal Hogs
Elixir Golem
Minions Dart Goblin Hog Rider
Hog Rider
Goblins Minions Dart Goblin Elixir Golem Guards
Royal Hogs
Minions Dart Goblin Guards
Guards
Hog Rider Royal Hogs

Defense Synergies 1 4

Skeletons
Dart Goblin Minions
Goblins
Dart Goblin
Minions
Skeletons Dart Goblin
Dart Goblin
Skeletons Goblins Minions Guards
Elixir Golem
Hog Rider
Royal Hogs
Guards
Dart Goblin

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.

Minions Dart Goblin
Skeletons Goblins Minions Dart Goblin
Skeletons Goblins Minions Dart Goblin
Skeletons Goblins Minions Dart Goblin Guards
Skeletons Goblins Minions Dart Goblin Guards
Minions Dart Goblin
Dart Goblin
Skeletons Goblins Minions
Guards Skeletons Goblins Dart Goblin
Goblins Minions Dart Goblin Guards Skeletons
Minions Dart Goblin
Skeletons Minions Guards
Goblins Minions Dart Goblin Guards
Skeletons Goblins Minions
Goblins Minions Dart Goblin Guards
Minions Dart Goblin Guards
Dart Goblin
Goblins Minions Dart Goblin Guards

Counters to secondary win conditions

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

Guards Skeletons Goblins
Guards Skeletons Goblins Minions
Guards
Skeletons Guards
Skeletons Minions Dart Goblin
Guards Skeletons Goblins Minions Dart Goblin
Skeletons Goblins Minions
Skeletons Dart Goblin Guards
Minions Dart Goblin Guards
Guards
Skeletons Guards
Dart Goblin
Guards Skeletons Goblins Minions Dart Goblin
Minions Dart Goblin

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.)

Dart Goblin Guards
Dart Goblin
Dart Goblin
Dart Goblin Guards
Minions Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Goblins Minions Guards
Dart Goblin
Dart Goblin
Dart Goblin
Minions Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Minions
Dart Goblin
Dart Goblin
Minions
Dart Goblin
Dart Goblin
Dart Goblin
Minions Dart Goblin Guards
Dart Goblin
Minions Dart Goblin Guards
Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Minions Dart Goblin Guards
Dart Goblin
Dart Goblin
Dart Goblin

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