My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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!
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 Goblin Hut Baby Dragon Witch

Defensive buildings

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

Goblin Hut

Investments

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

Giant Goblin Hut Baby Dragon Witch Giant Skeleton

Offensive cards

Win conditions

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

Giant

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 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.

Goblin Gang Giant Baby Dragon Giant Skeleton

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

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 Giant Skeleton Army Giant Skeleton
Giant Snowball
Goblin Gang Goblin Hut Skeleton Army Baby Dragon Witch
Zap
Goblin Gang Goblin Hut Skeleton Army Witch
Barbarian Barrel
Goblin Gang Goblin Hut Skeleton Army Witch Giant Skeleton
The Log
Goblin Gang Goblin Hut Skeleton Army Witch Giant Skeleton
Earthquake
Goblin Gang Goblin Hut Skeleton Army Witch
Arrows
Goblin Gang Goblin Hut Skeleton Army Witch
Royal Delivery
Goblin Gang Goblin Hut Skeleton Army Baby Dragon Witch Giant Skeleton
Fireball
Goblin Gang Goblin Hut Skeleton Army Baby Dragon Witch
Poison
Goblin Gang Goblin Hut Skeleton Army Witch
Lightning
Goblin Hut Baby Dragon Witch
Rocket
Goblin Hut Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon

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.

Rage Skeleton Army Baby Dragon Giant Skeleton

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 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.

Rage Goblin Gang Skeleton Army Baby Dragon Giant Goblin Hut Witch Giant Skeleton

Shortest cycle

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

12 Rage Goblin Gang Skeleton Army Baby Dragon

Attack Synergies 2 13

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
Giant Goblin Hut Baby Dragon Giant Skeleton
Giant
Rage Goblin Gang Goblin Hut Baby Dragon Witch
Goblin Hut
Goblin Gang Giant Baby Dragon Giant Skeleton
Rage
Giant Witch Giant Skeleton
Skeleton Army
Baby Dragon
Goblin Gang Giant Goblin Hut Witch Giant Skeleton
Witch
Rage Giant Baby Dragon Giant Skeleton
Giant Skeleton
Goblin Gang Goblin Hut Rage Baby Dragon Witch

Defense Synergies 0 10

Goblin Gang
Goblin Hut Skeleton Army Giant Skeleton
Giant
Goblin Hut
Goblin Gang Skeleton Army Baby Dragon Giant Skeleton
Rage
Skeleton Army
Goblin Gang Goblin Hut Giant Skeleton
Baby Dragon
Goblin Hut Witch Giant Skeleton
Witch
Baby Dragon Giant Skeleton
Giant Skeleton
Goblin Gang Goblin Hut Skeleton Army Baby Dragon Witch

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.

Goblin Hut Baby Dragon
Skeleton Army Goblin Gang Goblin Hut Witch
Goblin Gang Goblin Hut Skeleton Army Witch Giant Skeleton
Goblin Hut Skeleton Army Witch Goblin Gang
Skeleton Army Giant Skeleton
Goblin Gang Skeleton Army Baby Dragon
Goblin Gang Goblin Hut Baby Dragon Witch
Baby Dragon Giant Skeleton
Witch Goblin Gang Goblin Hut Skeleton Army
Goblin Gang Skeleton Army Giant Skeleton
Goblin Gang Skeleton Army Witch Goblin Hut Baby Dragon Giant Skeleton
Goblin Gang Goblin Hut Baby Dragon Witch
Goblin Hut Skeleton Army Goblin Gang Witch Giant Skeleton
Skeleton Army Goblin Gang Goblin Hut Baby Dragon Witch
Skeleton Army Goblin Gang Goblin Hut
Skeleton Army Goblin Gang Goblin Hut
Goblin Gang Goblin Hut Skeleton Army Witch
Goblin Gang Goblin Hut Skeleton Army Baby Dragon Witch
Baby Dragon Witch Goblin Hut Giant Skeleton
Goblin Hut
Goblin Gang Skeleton Army Baby Dragon Witch Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Goblin Hut Witch Giant Skeleton
Goblin Gang Baby Dragon
Goblin Gang Skeleton Army Giant Skeleton Goblin Hut Witch
Goblin Gang Skeleton Army Giant Skeleton
Giant Skeleton Goblin Gang Goblin Hut Skeleton Army Witch
Goblin Gang Goblin Hut Baby Dragon Witch
Goblin Gang Skeleton Army Goblin Hut Witch Giant Skeleton
Giant Skeleton Skeleton Army
Giant Skeleton Goblin Hut Skeleton Army Baby Dragon Witch
Witch Goblin Gang Goblin Hut Skeleton Army
Goblin Hut Witch Giant Skeleton
Skeleton Army Giant Skeleton
Skeleton Army Giant Skeleton Goblin Gang Witch
Skeleton Army Baby Dragon Witch
Goblin Gang Goblin Hut Skeleton Army Witch Baby Dragon Giant Skeleton
Goblin Hut Baby Dragon Witch Giant Skeleton

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.)

Baby Dragon Giant Skeleton
Baby Dragon
Goblin Hut Baby Dragon Giant Skeleton
Giant Skeleton
Baby Dragon
Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Goblin Gang
Baby Dragon
Goblin Hut Baby Dragon
Baby Dragon
Goblin Hut Baby Dragon
Goblin Hut Baby Dragon Witch
Goblin Hut Baby Dragon
Baby Dragon
Baby Dragon Witch
Baby Dragon Giant Skeleton
Baby Dragon
Baby Dragon Witch
Witch
Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Baby Dragon Witch
Goblin Hut Witch
Giant Skeleton
Goblin Gang Goblin Hut Skeleton Army Witch
Baby Dragon Witch
Goblin Gang Baby Dragon
Baby Dragon
Giant Skeleton
Goblin Gang Baby Dragon Witch Giant Skeleton
Witch
Baby Dragon Witch Giant Skeleton

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