My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
Versatility
Good
F2P score
Bad

2 problems 2 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 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 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.

Witch Goblin Giant

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 Witch Cannon Cart Goblin Giant

Offensive cards

Win conditions

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

Royal Giant Goblin Giant Miner

Damage spells

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

Fireball

Punishments

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

Royal Giant Cannon Cart Goblin Giant Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins Royal Giant Cannon Cart Goblin Giant

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.

Miner

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
Royal Giant Skeleton Army Cannon Cart Miner
Giant Snowball
Goblins Skeleton Army Witch Miner
Zap
Goblins Royal Giant Skeleton Army Witch Cannon Cart Goblin Giant
Barbarian Barrel
Goblins Skeleton Army Witch Cannon Cart
The Log
Goblins Royal Giant Skeleton Army Witch Cannon Cart
Earthquake
Skeleton Army Witch
Arrows
Goblins Skeleton Army Witch
Royal Delivery
Goblins Skeleton Army Witch Cannon Cart Miner
Fireball
Skeleton Army Witch Cannon Cart
Poison
Skeleton Army Witch
Lightning
Witch Cannon Cart
Rocket
Witch Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Skeleton Army Miner

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 Fireball 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.

Goblins Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Skeleton Army Miner Fireball Witch Cannon Cart Royal Giant Goblin Giant

Shortest cycle

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

12 Goblins Skeleton Army Miner Fireball

Attack Synergies 4 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.

Goblins
Miner Royal Giant
Royal Giant
Fireball Miner Goblins Witch Cannon Cart
Fireball
Royal Giant Goblin Giant Miner
Skeleton Army
Witch
Royal Giant Cannon Cart Goblin Giant Miner
Cannon Cart
Royal Giant Witch Miner
Goblin Giant
Fireball Witch
Miner
Goblins Royal Giant Fireball Witch Cannon Cart

Defense Synergies 1 4

Goblins
Cannon Cart
Royal Giant
Fireball
Goblin Giant Miner
Skeleton Army
Cannon Cart
Witch
Cannon Cart
Cannon Cart
Goblins Skeleton Army Witch
Goblin Giant
Fireball
Miner
Fireball

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.

Cannon Cart Fireball Goblin Giant
Skeleton Army Goblins Witch Cannon Cart
Skeleton Army Witch Goblins Cannon Cart
Skeleton Army Witch Goblins Cannon Cart
Fireball Skeleton Army
Fireball Skeleton Army Goblins Cannon Cart
Fireball Witch
Fireball Cannon Cart Goblin Giant
Witch Goblins Skeleton Army
Skeleton Army Goblins Cannon Cart Miner
Goblins Skeleton Army Witch Fireball Cannon Cart Goblin Giant
Fireball Witch
Skeleton Army Fireball Witch Cannon Cart
Fireball Skeleton Army Goblins Witch Cannon Cart
Skeleton Army Cannon Cart
Skeleton Army Fireball
Goblins Fireball Skeleton Army Witch Cannon Cart
Fireball Goblins Skeleton Army Witch Cannon Cart
Witch Fireball Cannon Cart
Cannon Cart
Skeleton Army Goblins Fireball Witch Cannon Cart Goblin Giant

Counters to secondary win conditions

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

Skeleton Army Goblins Fireball Witch Cannon Cart
Fireball Cannon Cart Miner
Skeleton Army Goblins Witch Cannon Cart Goblin Giant
Skeleton Army Fireball Cannon Cart Goblin Giant
Skeleton Army Witch Cannon Cart Goblin Giant
Fireball Witch Goblin Giant
Skeleton Army Goblins Fireball Witch Cannon Cart Goblin Giant
Skeleton Army Cannon Cart Goblin Giant
Goblins Fireball Skeleton Army Witch Cannon Cart
Witch Skeleton Army Goblin Giant
Witch Cannon Cart
Skeleton Army Fireball Goblin Giant
Skeleton Army Cannon Cart Fireball Witch Goblin Giant
Fireball Skeleton Army Witch Cannon Cart
Skeleton Army Witch Goblins Fireball Cannon Cart Goblin Giant
Fireball Witch Cannon Cart

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.)

Fireball
Fireball Miner
Fireball Cannon Cart Goblin Giant Miner
Cannon Cart Fireball
Fireball
Fireball Witch Goblin Giant
Witch
Fireball
Fireball Miner
Goblins Fireball
Miner Fireball Cannon Cart
Fireball
Fireball Cannon Cart Miner
Fireball Cannon Cart
Fireball Cannon Cart
Fireball Witch Cannon Cart
Fireball Cannon Cart
Fireball
Fireball
Fireball Witch Miner
Fireball
Fireball
Fireball Cannon Cart
Fireball Witch
Witch
Fireball Miner Witch
Fireball Witch Miner
Fireball Miner
Fireball Witch
Fireball Witch
Fireball
Fireball Miner
Fireball
Fireball
Fireball Skeleton Army Witch Cannon Cart
Fireball Witch
Fireball
Fireball Miner Cannon Cart
Fireball
Fireball
Cannon Cart
Fireball Witch
Fireball Witch
Fireball Witch Cannon Cart Goblin Giant Miner

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