My Best Clash Royale Deck

Deck Check Rating

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

3 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 No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Ram Rider

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.

Bowler Giant Skeleton Electro Giant Ram Rider

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel Electro Giant Ram Rider

Damage spells

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

Missing

Punishments

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

Goblin Gang Wall Breakers Goblin Barrel Ram Rider

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblin Gang Wall Breakers Giant Skeleton Electro Giant 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.

Goblin Barrel Giant Skeleton 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
Goblin Gang Wall Breakers Goblin Barrel Skeleton Army Giant Skeleton Ram Rider
Giant Snowball
Goblin Gang Wall Breakers Goblin Barrel Skeleton Army Ram Rider
Zap
Goblin Gang Wall Breakers Goblin Barrel Skeleton Army Ram Rider
Barbarian Barrel
Goblin Gang Wall Breakers Goblin Barrel Skeleton Army Giant Skeleton
The Log
Goblin Gang Wall Breakers Goblin Barrel Skeleton Army Giant Skeleton Ram Rider
Earthquake
Goblin Gang Goblin Barrel Skeleton Army
Arrows
Goblin Gang Wall Breakers Goblin Barrel Skeleton Army
Royal Delivery
Goblin Gang Wall Breakers Goblin Barrel Skeleton Army Bowler Giant Skeleton Ram Rider
Fireball
Goblin Gang Wall Breakers Goblin Barrel Skeleton Army Bowler Ram Rider
Poison
Goblin Gang Skeleton Army
Lightning
Bowler Ram Rider
Rocket
Bowler Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Bowler Electro Giant

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 Bowler Giant Skeleton Electro Giant

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.

Goblin Barrel 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 Goblin Barrel

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Goblin Gang Goblin Barrel Skeleton Army Bowler Ram Rider Giant Skeleton Electro Giant

Shortest cycle

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

11 Wall Breakers Goblin Gang Goblin Barrel Skeleton Army

Attack Synergies 1 7

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
Goblin Barrel Bowler Giant Skeleton
Wall Breakers
Goblin Barrel
Goblin Gang Skeleton Army Bowler Giant Skeleton Ram Rider
Skeleton Army
Goblin Barrel
Bowler
Goblin Gang Goblin Barrel Ram Rider
Giant Skeleton
Goblin Gang Goblin Barrel
Electro Giant
Ram Rider
Goblin Barrel Bowler

Defense Synergies 0 3

Goblin Gang
Skeleton Army Giant Skeleton
Wall Breakers
Goblin Barrel
Skeleton Army
Goblin Gang Giant Skeleton
Bowler
Giant Skeleton
Goblin Gang Skeleton Army
Electro Giant
Ram Rider

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.

Bowler Ram Rider
Skeleton Army Goblin Gang Ram Rider
Goblin Gang Skeleton Army Bowler Ram Rider Giant Skeleton
Skeleton Army Goblin Gang Bowler Ram Rider
Skeleton Army Bowler Giant Skeleton
Goblin Gang Skeleton Army Bowler
Ram Rider Goblin Gang
Bowler Giant Skeleton Electro Giant Ram Rider
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Bowler Giant Skeleton
Goblin Gang Skeleton Army Bowler Giant Skeleton Electro Giant Ram Rider
Goblin Gang Ram Rider
Skeleton Army Bowler Goblin Gang Giant Skeleton Ram Rider
Skeleton Army Bowler Goblin Gang
Skeleton Army Goblin Gang Ram Rider
Skeleton Army Goblin Gang Bowler Electro Giant Ram Rider
Goblin Gang Skeleton Army Bowler
Goblin Gang Skeleton Army Bowler Ram Rider
Bowler Giant Skeleton Ram Rider
Ram Rider
Goblin Gang Skeleton Army Bowler Giant Skeleton Electro Giant

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Bowler Giant Skeleton Electro Giant
Goblin Gang Bowler
Goblin Gang Skeleton Army Giant Skeleton Bowler Ram Rider
Goblin Gang Skeleton Army Bowler Giant Skeleton Ram Rider
Giant Skeleton Goblin Gang Skeleton Army Bowler Ram Rider
Electro Giant Goblin Gang Ram Rider
Goblin Gang Skeleton Army Bowler Giant Skeleton Ram Rider
Giant Skeleton Skeleton Army
Giant Skeleton Skeleton Army
Goblin Gang Skeleton Army
Bowler Giant Skeleton
Skeleton Army Bowler Giant Skeleton Electro Giant
Skeleton Army Bowler Giant Skeleton Goblin Gang Ram Rider
Skeleton Army Bowler Electro Giant
Goblin Gang Skeleton Army Electro Giant Bowler Giant Skeleton
Bowler Giant Skeleton Electro Giant

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.)

Giant Skeleton
Bowler Ram Rider
Giant Skeleton
Giant Skeleton
Bowler
Electro Giant Ram Rider
Bowler
Bowler Ram Rider
Ram Rider
Goblin Gang Bowler
Bowler Ram Rider
Bowler
Bowler
Bowler
Bowler
Bowler Electro Giant
Bowler Giant Skeleton
Bowler
Electro Giant Bowler
Bowler Ram Rider
Bowler Ram Rider
Electro Giant
Electro Giant
Bowler
Giant Skeleton
Bowler
Goblin Gang Skeleton Army
Ram Rider
Goblin Gang Bowler
Bowler
Giant Skeleton Electro Giant
Electro Giant Goblin Gang Bowler Giant Skeleton
Bowler Giant Skeleton Electro Giant

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