My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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!
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 Firecracker

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.

Firecracker

Offensive cards

Win conditions

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

Missing

Damage spells

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

Goblin Curse Rage

Punishments

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

Goblin Gang

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 Barbarians

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.

Firecracker

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 Goblin Curse Skeleton Army Clone
Giant Snowball
Goblin Gang Barbarians Goblin Curse Skeleton Army Clone
Zap
Goblin Gang Firecracker Goblin Curse Skeleton Army Clone
Barbarian Barrel
Goblin Gang Firecracker Barbarians Goblin Curse Skeleton Army Clone
The Log
Goblin Gang Firecracker Barbarians Goblin Curse Skeleton Army Clone
Earthquake
Goblin Gang Firecracker Barbarians Skeleton Army Clone
Arrows
Goblin Gang Firecracker Goblin Curse Skeleton Army Clone
Royal Delivery
Goblin Gang Firecracker Barbarians Skeleton Army Clone
Fireball
Goblin Gang Firecracker Barbarians Skeleton Army Clone
Poison
Goblin Gang Firecracker Barbarians Goblin Curse Skeleton Army Clone
Lightning
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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.

Goblin Curse Rage Skeleton Army Clone

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Goblin Curse Rage Goblin Gang Firecracker Skeleton Army Clone Barbarians

Shortest cycle

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

7 Mirror Goblin Curse Rage Goblin Gang

Attack Synergies 1 5

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
Firecracker Mirror Clone
Firecracker
Goblin Gang Mirror
Barbarians
Mirror
Goblin Gang Firecracker Skeleton Army
Goblin Curse
Rage
Skeleton Army
Clone Mirror
Clone
Skeleton Army Goblin Gang

Defense Synergies 1 7

Goblin Gang
Firecracker Barbarians Mirror Skeleton Army
Firecracker
Goblin Gang Mirror Skeleton Army
Barbarians
Goblin Gang Skeleton Army
Mirror
Skeleton Army Goblin Gang Firecracker
Goblin Curse
Rage
Skeleton Army
Mirror Goblin Gang Firecracker Barbarians
Clone

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.

Firecracker
Barbarians Skeleton Army Goblin Gang Firecracker Goblin Curse
Goblin Gang Barbarians Skeleton Army Goblin Curse
Barbarians Skeleton Army Goblin Gang Firecracker Goblin Curse
Firecracker Barbarians Skeleton Army
Goblin Gang Skeleton Army Firecracker
Goblin Gang Firecracker Goblin Curse
Barbarians
Barbarians Goblin Gang Goblin Curse Skeleton Army
Goblin Gang Skeleton Army Firecracker Barbarians
Goblin Gang Barbarians Goblin Curse Skeleton Army Firecracker
Goblin Gang Firecracker Goblin Curse
Barbarians Skeleton Army Goblin Gang Goblin Curse
Skeleton Army Goblin Gang Firecracker Barbarians Goblin Curse
Barbarians Skeleton Army Goblin Gang Goblin Curse
Barbarians Skeleton Army Goblin Gang Goblin Curse
Barbarians Goblin Gang Firecracker Skeleton Army
Goblin Gang Firecracker Barbarians Skeleton Army
Firecracker Barbarians Goblin Curse
Barbarians Goblin Curse
Goblin Gang Skeleton Army Firecracker Barbarians Goblin Curse

Counters to secondary win conditions

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

Goblin Gang Barbarians Skeleton Army
Goblin Gang Firecracker
Goblin Gang Barbarians Skeleton Army
Goblin Gang Skeleton Army Barbarians
Barbarians Goblin Gang Goblin Curse Skeleton Army
Firecracker Goblin Gang Goblin Curse
Goblin Gang Skeleton Army Barbarians
Barbarians Goblin Curse Skeleton Army
Firecracker Barbarians Skeleton Army
Goblin Gang Barbarians Goblin Curse Skeleton Army
Barbarians
Skeleton Army Barbarians
Barbarians Skeleton Army Goblin Gang Goblin Curse
Firecracker Barbarians Goblin Curse Skeleton Army
Goblin Gang Barbarians Skeleton Army Firecracker
Firecracker Barbarians Goblin Curse
Skeleton Army

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.)

Firecracker
Firecracker Goblin Curse
Firecracker Barbarians
Firecracker Goblin Curse
Firecracker Goblin Curse
Firecracker
Firecracker Goblin Curse
Firecracker
Goblin Gang
Firecracker
Firecracker Goblin Curse
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Goblin Curse
Barbarians
Firecracker Goblin Curse
Firecracker
Firecracker Goblin Curse
Firecracker Goblin Curse
Firecracker
Firecracker
Firecracker Goblin Curse
Goblin Gang Barbarians Skeleton Army
Firecracker Goblin Curse
Goblin Gang Firecracker
Firecracker
Firecracker
Goblin Gang Firecracker
Firecracker
Firecracker
Firecracker

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