My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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 Witch

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.

Royal Giant Giant Witch Skeleton King

Offensive cards

Win conditions

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

Royal Giant Giant

Damage spells

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

Arrows Rage

Punishments

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

Goblin Gang Royal Giant Giant

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 Goblin Gang Royal Giant Giant Skeleton King

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 Royal Giant Giant Skeleton King
Giant Snowball
Goblins Goblin Gang Witch Skeleton King
Zap
Goblins Goblin Gang Royal Giant Witch Skeleton King
Barbarian Barrel
Goblins Goblin Gang Witch Skeleton King
The Log
Goblins Goblin Gang Royal Giant Witch Skeleton King
Earthquake
Goblin Gang Witch Skeleton King
Arrows
Goblins Goblin Gang Witch Skeleton King
Royal Delivery
Goblins Goblin Gang Witch Skeleton King
Fireball
Goblin Gang Witch Skeleton King
Poison
Goblin Gang Witch Skeleton King
Lightning
Witch Skeleton King
Rocket
Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Skeleton King

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.

Arrows Rage

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.

Royal Giant

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 Goblin Gang Witch

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.

Goblins Rage Arrows Goblin Gang Skeleton King Giant Witch Royal Giant

Shortest cycle

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

10 Goblins Rage Arrows Goblin Gang

Attack Synergies 4 9

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.

Goblins
Royal Giant Giant
Arrows
Royal Giant Giant
Goblin Gang
Royal Giant Giant Skeleton King
Royal Giant
Arrows Goblins Goblin Gang Witch Skeleton King
Giant
Arrows Rage Goblins Goblin Gang Witch
Rage
Giant Witch
Witch
Rage Royal Giant Giant Skeleton King
Skeleton King
Goblin Gang Royal Giant Witch

Defense Synergies 0 0

Goblins
Arrows
Goblin Gang
Royal Giant
Giant
Rage
Witch
Skeleton King

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.

Goblins Goblin Gang Witch
Goblin Gang Witch Goblins
Witch Goblins Goblin Gang Skeleton King
Arrows
Arrows Goblin Gang Goblins
Arrows Goblin Gang Witch
Arrows
Witch Goblins Goblin Gang Skeleton King
Goblin Gang Goblins
Goblins Goblin Gang Witch Arrows Skeleton King
Arrows Goblin Gang Witch
Goblin Gang Witch
Goblins Arrows Goblin Gang Witch Skeleton King
Goblin Gang Skeleton King
Goblin Gang
Goblins Arrows Goblin Gang Witch
Arrows Goblins Goblin Gang Witch
Arrows Witch
Goblin Gang Goblins Arrows Witch

Counters to secondary win conditions

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

Goblin Gang Goblins Witch
Arrows Goblin Gang
Goblin Gang Goblins Witch
Goblin Gang
Goblin Gang Witch
Arrows Goblin Gang Witch
Goblin Gang Goblins Witch
Goblins Witch
Witch Goblin Gang
Witch
Arrows
Goblin Gang Witch Skeleton King
Witch
Goblin Gang Witch Goblins Skeleton King
Arrows Witch Skeleton King

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.)

Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Witch
Arrows Witch
Arrows
Arrows
Goblins Goblin Gang
Arrows
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Arrows Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Arrows Witch
Witch
Arrows
Arrows
Arrows
Goblin Gang Witch
Arrows Witch
Arrows
Goblin Gang
Arrows Skeleton King
Arrows
Goblin Gang Witch Skeleton King
Witch
Witch

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