My Best Clash Royale Deck

Deck Check Rating

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

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.

Spear Goblins Goblin Gang Inferno Tower Night Witch Ram Rider

Defensive buildings

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

Inferno Tower

Investments

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

Spear Goblins Night Witch Ram Rider

Offensive cards

Win conditions

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

Ram Rider

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.

Goblin Gang Ram Rider

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.

Spear Goblins Goblin Gang Barbarians Ram Rider

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.

Ram Rider

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
Spear Goblins Goblin Gang Skeleton Army Clone Night Witch Ram Rider
Giant Snowball
Spear Goblins Goblin Gang Barbarians Skeleton Army Clone Night Witch Ram Rider
Zap
Spear Goblins Goblin Gang Inferno Tower Skeleton Army Clone Night Witch Ram Rider
Barbarian Barrel
Spear Goblins Goblin Gang Barbarians Inferno Tower Skeleton Army Clone Night Witch
The Log
Spear Goblins Goblin Gang Barbarians Skeleton Army Clone Ram Rider
Earthquake
Spear Goblins Goblin Gang Barbarians Inferno Tower Skeleton Army Clone
Arrows
Spear Goblins Goblin Gang Skeleton Army Clone Night Witch
Royal Delivery
Spear Goblins Goblin Gang Barbarians Skeleton Army Clone Night Witch Ram Rider
Fireball
Goblin Gang Barbarians Inferno Tower Skeleton Army Clone Night Witch Ram Rider
Poison
Spear Goblins Goblin Gang Barbarians Inferno Tower Skeleton Army Clone Night Witch
Lightning
Inferno Tower Night Witch Ram Rider
Rocket
Barbarians Inferno Tower Night Witch Ram Rider

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.

Spear Goblins Inferno Tower Skeleton Army Clone Night Witch

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 Barbarians

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Goblin Gang Skeleton Army Clone Night Witch Barbarians Inferno Tower Ram Rider

Shortest cycle

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

11 Spear Goblins Goblin Gang Skeleton Army Clone

Attack Synergies 2 3

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.

Spear Goblins
Goblin Gang Ram Rider
Goblin Gang
Spear Goblins Clone
Barbarians
Inferno Tower
Skeleton Army
Clone
Clone
Skeleton Army Night Witch Goblin Gang
Night Witch
Clone
Ram Rider
Spear Goblins

Defense Synergies 2 9

Spear Goblins
Goblin Gang Barbarians Inferno Tower Skeleton Army Night Witch
Goblin Gang
Inferno Tower Spear Goblins Barbarians Skeleton Army
Barbarians
Spear Goblins Goblin Gang Skeleton Army
Inferno Tower
Goblin Gang Skeleton Army Spear Goblins Night Witch
Skeleton Army
Inferno Tower Spear Goblins Goblin Gang Barbarians
Clone
Night Witch
Spear Goblins Inferno Tower
Ram Rider

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.

Spear Goblins Inferno Tower Ram Rider
Barbarians Inferno Tower Skeleton Army Goblin Gang Night Witch Ram Rider
Goblin Gang Barbarians Inferno Tower Skeleton Army Ram Rider Night Witch
Barbarians Inferno Tower Skeleton Army Night Witch Goblin Gang Ram Rider
Barbarians Skeleton Army
Goblin Gang Skeleton Army Spear Goblins Night Witch
Inferno Tower Ram Rider Spear Goblins Goblin Gang Night Witch
Barbarians Inferno Tower Ram Rider
Barbarians Inferno Tower Goblin Gang Skeleton Army Night Witch
Goblin Gang Skeleton Army Spear Goblins Barbarians Inferno Tower Night Witch
Goblin Gang Barbarians Skeleton Army Spear Goblins Night Witch Ram Rider
Inferno Tower Spear Goblins Goblin Gang Night Witch Ram Rider
Barbarians Inferno Tower Skeleton Army Night Witch Goblin Gang Ram Rider
Skeleton Army Goblin Gang Barbarians Night Witch
Barbarians Inferno Tower Skeleton Army Goblin Gang Ram Rider
Barbarians Inferno Tower Skeleton Army Goblin Gang Ram Rider
Barbarians Goblin Gang Inferno Tower Skeleton Army Night Witch
Spear Goblins Goblin Gang Barbarians Skeleton Army Night Witch Ram Rider
Spear Goblins Barbarians Ram Rider
Barbarians Inferno Tower Ram Rider
Goblin Gang Skeleton Army Spear Goblins Barbarians Night Witch

Counters to secondary win conditions

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

Goblin Gang Barbarians Skeleton Army Spear Goblins Inferno Tower
Goblin Gang
Goblin Gang Barbarians Skeleton Army Spear Goblins Inferno Tower Ram Rider
Goblin Gang Skeleton Army Barbarians Inferno Tower Night Witch Ram Rider
Barbarians Inferno Tower Goblin Gang Skeleton Army Night Witch Ram Rider
Goblin Gang Ram Rider
Goblin Gang Skeleton Army Spear Goblins Barbarians Inferno Tower Night Witch Ram Rider
Inferno Tower Barbarians Skeleton Army
Spear Goblins Barbarians Inferno Tower Skeleton Army
Inferno Tower Goblin Gang Barbarians Skeleton Army
Barbarians Inferno Tower
Skeleton Army Barbarians
Barbarians Skeleton Army Goblin Gang Inferno Tower Night Witch Ram Rider
Barbarians Skeleton Army
Goblin Gang Barbarians Inferno Tower Skeleton Army Spear Goblins Night Witch
Barbarians Inferno Tower
Inferno Tower

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.)

Ram Rider
Barbarians
Spear Goblins Ram Rider
Ram Rider
Ram Rider
Goblin Gang Night Witch
Ram Rider
Spear Goblins
Night Witch
Night Witch
Barbarians
Ram Rider
Ram Rider
Night Witch
Night Witch
Night Witch
Spear Goblins Goblin Gang Barbarians Skeleton Army Night Witch
Ram Rider
Goblin Gang
Goblin Gang

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