My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Mega Minion Magic Archer Ram Rider

Defensive buildings

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

Mortar

Investments

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

Mega Minion Giant Skeleton Golem Magic Archer Ram Rider

Offensive cards

Win conditions

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

Mortar Golem Ram Rider

Damage spells

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

Poison

Punishments

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

Mortar Ram Rider

Pump responses

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

Poison

Dropped at the bridge

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

Goblins Mortar Giant Skeleton Golem Magic Archer 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.

Giant Skeleton Golem Magic Archer 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
Giant Skeleton Ram Rider
Giant Snowball
Goblins Mega Minion Ram Rider
Zap
Goblins Mortar Ram Rider
Barbarian Barrel
Goblins Mortar Giant Skeleton Magic Archer
The Log
Goblins Giant Skeleton Ram Rider
Earthquake
Mortar
Arrows
Goblins
Royal Delivery
Goblins Mega Minion Giant Skeleton Magic Archer Ram Rider
Fireball
Mortar Mega Minion Magic Archer Ram Rider
Poison
Mortar Mega Minion Magic Archer
Lightning
Mortar Mega Minion Magic Archer Ram Rider
Rocket
Mortar Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Poison Magic Archer

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.

Mega Minion Poison Giant Skeleton Golem

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

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 Mega Minion Mortar Poison Magic Archer Ram Rider Giant Skeleton Golem

Shortest cycle

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

13 Goblins Mega Minion Mortar Poison

Attack Synergies 3 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
Mortar
Mega Minion Ram Rider
Mega Minion
Golem Mortar Poison Giant Skeleton
Poison
Golem Mega Minion Giant Skeleton Ram Rider
Giant Skeleton
Mega Minion Poison Magic Archer
Golem
Mega Minion Poison Magic Archer
Magic Archer
Ram Rider Giant Skeleton Golem
Ram Rider
Magic Archer Mortar Poison

Defense Synergies 0 10

Goblins
Mortar Mega Minion Poison Giant Skeleton Magic Archer
Mortar
Goblins Mega Minion Poison
Mega Minion
Goblins Mortar Giant Skeleton
Poison
Goblins Mortar
Giant Skeleton
Goblins Mega Minion Magic Archer
Golem
Magic Archer
Goblins Giant Skeleton Ram Rider
Ram Rider
Magic Archer

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 Mega Minion Magic Archer Ram Rider
Goblins Mortar Mega Minion Ram Rider
Mortar Ram Rider Goblins Mega Minion Giant Skeleton
Goblins Mortar Mega Minion Ram Rider
Poison Giant Skeleton
Goblins Mega Minion Magic Archer
Mega Minion Ram Rider Mortar Poison Magic Archer
Poison Giant Skeleton Magic Archer Ram Rider
Goblins Mortar
Goblins Giant Skeleton
Goblins Poison Mega Minion Giant Skeleton Magic Archer Ram Rider
Mega Minion Poison Magic Archer Ram Rider
Mortar Giant Skeleton Ram Rider
Goblins Mortar Mega Minion Poison Magic Archer
Mortar Ram Rider
Mortar Ram Rider
Goblins Mortar Poison
Mortar Goblins Mega Minion Magic Archer Ram Rider
Mortar Poison Mega Minion Giant Skeleton Magic Archer Ram Rider
Mortar Ram Rider
Goblins Poison Giant Skeleton

Counters to secondary win conditions

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

Goblins Giant Skeleton
Poison Mortar Mega Minion Magic Archer
Giant Skeleton Goblins Ram Rider
Giant Skeleton Ram Rider
Giant Skeleton Ram Rider
Poison Magic Archer Ram Rider
Goblins Mega Minion Giant Skeleton Ram Rider
Giant Skeleton
Giant Skeleton Goblins Mortar Mega Minion Poison Magic Archer
Mega Minion
Mega Minion Giant Skeleton
Poison Giant Skeleton
Giant Skeleton Ram Rider
Magic Archer
Goblins Mortar Mega Minion Poison Giant Skeleton Magic Archer
Poison Mega Minion Giant Skeleton Magic Archer

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.)

Poison Magic Archer Mortar Giant Skeleton
Mortar Poison Magic Archer Ram Rider
Poison Giant Skeleton Magic Archer
Poison Giant Skeleton
Poison Mortar Magic Archer
Poison Mega Minion Magic Archer Ram Rider
Mortar Poison Magic Archer
Poison Magic Archer Ram Rider
Poison Mortar Ram Rider
Goblins Poison
Poison Mortar Magic Archer Ram Rider
Poison Magic Archer
Poison Mortar Magic Archer
Mortar Poison Magic Archer
Mortar Poison Magic Archer
Mortar Poison Magic Archer
Magic Archer Mortar Poison
Mortar Poison
Mortar Mega Minion Poison Magic Archer
Mortar Poison Magic Archer
Poison Giant Skeleton Magic Archer
Poison
Mortar Poison
Poison Mortar Magic Archer
Mega Minion
Mortar Poison Magic Archer Ram Rider
Mortar Poison Magic Archer Ram Rider
Poison Mortar Magic Archer
Poison Magic Archer
Mega Minion Poison
Mega Minion
Poison Mortar Magic Archer
Poison Magic Archer
Giant Skeleton
Poison Magic Archer
Magic Archer
Poison Mega Minion Magic Archer Ram Rider
Poison Mega Minion Magic Archer
Mortar Poison Magic Archer
Poison Giant Skeleton
Mega Minion
Poison Giant Skeleton Magic Archer
Poison Magic Archer
Poison Mortar Giant Skeleton Magic Archer

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