My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Missing cards in your collection

Inferno Dragon Magic Archer Lumberjack Lava Hound Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Zappies Goblin Giant

Defensive buildings

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

Mortar X-Bow

Investments

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

Elixir Golem Zappies Goblin Giant X-Bow Fisherman

Offensive cards

Win conditions

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

Mortar Elixir Golem Goblin Giant X-Bow

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 Mortar Elixir Golem Goblin Giant X-Bow

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 Mortar Elixir Golem Goblin Giant X-Bow

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
Goblin Gang Elixir Golem Fisherman
Giant Snowball
Goblin Gang Zappies Fisherman
Zap
Goblin Gang Mortar Zappies Goblin Giant X-Bow Fisherman
Barbarian Barrel
Goblin Gang Mortar Elixir Golem Zappies X-Bow
The Log
Goblin Gang Elixir Golem Zappies X-Bow Fisherman
Earthquake
Goblin Gang Mortar Elixir Golem Zappies X-Bow
Arrows
Goblin Gang Zappies
Royal Delivery
Goblin Gang Elixir Golem Zappies Fisherman
Fireball
Goblin Gang Mortar Elixir Golem Zappies X-Bow Fisherman
Poison
Goblin Gang Mortar Elixir Golem Zappies X-Bow Fisherman
Lightning
Mortar X-Bow Fisherman
Rocket
Mortar X-Bow

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mortar

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 Rage

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Goblin Gang Elixir Golem Fisherman Mortar Zappies Goblin Giant X-Bow

Shortest cycle

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

11 Rage Goblin Gang Elixir Golem Fisherman

Attack Synergies 1 11

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.

Goblin Gang
Mortar Elixir Golem Goblin Giant X-Bow
Mortar
Goblin Gang Zappies Goblin Giant
Elixir Golem
Rage Goblin Gang Zappies
Zappies
Mortar Elixir Golem Rage Goblin Giant
Rage
Elixir Golem Zappies Goblin Giant
Goblin Giant
Goblin Gang Mortar Zappies Rage Fisherman
X-Bow
Goblin Gang
Fisherman
Goblin Giant

Defense Synergies 0 7

Goblin Gang
Mortar Zappies X-Bow Fisherman
Mortar
Goblin Gang Zappies
Elixir Golem
Zappies
Goblin Gang Mortar Fisherman
Rage
Goblin Giant
X-Bow
Goblin Gang Fisherman
Fisherman
Goblin Gang Zappies X-Bow

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.

Mortar Zappies Goblin Giant X-Bow
Goblin Gang Mortar Zappies X-Bow Fisherman
Goblin Gang Mortar Fisherman Zappies
Goblin Gang Mortar Zappies Fisherman
X-Bow
Goblin Gang Zappies X-Bow
Goblin Gang Mortar Zappies X-Bow
Goblin Giant X-Bow
Zappies Goblin Gang Mortar X-Bow Fisherman
Goblin Gang Zappies Fisherman
Goblin Gang Zappies Goblin Giant X-Bow Fisherman
Goblin Gang Zappies
Mortar Goblin Gang Zappies X-Bow
Goblin Gang Mortar Zappies X-Bow
Goblin Gang Mortar Zappies X-Bow
Goblin Gang Mortar Zappies X-Bow Fisherman
Goblin Gang Mortar Zappies X-Bow Fisherman
Mortar Goblin Gang Zappies X-Bow Fisherman
Mortar Zappies Fisherman
Mortar Zappies Fisherman
Goblin Gang Zappies Goblin Giant Fisherman

Counters to secondary win conditions

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

Goblin Gang Zappies X-Bow Fisherman
Goblin Gang Mortar X-Bow Fisherman
Goblin Gang Zappies Goblin Giant Fisherman
Goblin Gang Zappies Goblin Giant X-Bow Fisherman
Goblin Gang Zappies Goblin Giant Fisherman
Goblin Gang Zappies Goblin Giant
Goblin Gang Zappies Goblin Giant
Zappies Goblin Giant Fisherman
Mortar Zappies X-Bow
Goblin Gang Zappies Goblin Giant
Zappies
Goblin Giant
Goblin Gang Zappies Goblin Giant
Zappies
Goblin Gang Zappies Mortar Goblin Giant X-Bow Fisherman
Zappies

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.)

Mortar X-Bow
Mortar X-Bow Fisherman
Goblin Giant X-Bow
Mortar
Goblin Giant
Mortar
X-Bow
Mortar X-Bow Fisherman
Goblin Gang X-Bow Fisherman
Mortar X-Bow Fisherman
Mortar Fisherman
Mortar X-Bow Fisherman
Mortar X-Bow Fisherman
X-Bow Mortar
Mortar X-Bow
Mortar
Fisherman
Mortar X-Bow Fisherman
Mortar X-Bow
X-Bow
X-Bow Fisherman
Mortar X-Bow
Mortar
Fisherman
Mortar X-Bow Fisherman
Mortar X-Bow Fisherman
Mortar X-Bow Fisherman
X-Bow
Zappies
Mortar X-Bow
Zappies
Goblin Gang Zappies X-Bow
Zappies
Goblin Gang
Mortar
Goblin Gang Zappies
Zappies
Mortar Goblin Giant X-Bow

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