My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Goblin Gang Goblin Giant Inferno Dragon

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.

Spear Goblins Elixir Golem Goblin Giant Fisherman Inferno Dragon

Offensive cards

Win conditions

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

Mortar Elixir Golem Goblin Giant

Damage spells

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

Zap

Punishments

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

Goblin Gang Mortar Elixir Golem Goblin 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.

Spear Goblins Goblin Gang Mortar Elixir Golem Goblin Giant

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
Spear Goblins Goblin Gang Elixir Golem Fisherman Inferno Dragon
Giant Snowball
Spear Goblins Goblin Gang Fisherman Inferno Dragon
Zap
Spear Goblins Goblin Gang Mortar Goblin Giant Fisherman Inferno Dragon
Barbarian Barrel
Spear Goblins Goblin Gang Mortar Elixir Golem
The Log
Spear Goblins Goblin Gang Elixir Golem Fisherman
Earthquake
Spear Goblins Goblin Gang Mortar Elixir Golem
Arrows
Spear Goblins Goblin Gang
Royal Delivery
Spear Goblins Goblin Gang Elixir Golem Fisherman Inferno Dragon
Fireball
Goblin Gang Mortar Elixir Golem Fisherman Inferno Dragon
Poison
Spear Goblins Goblin Gang Mortar Elixir Golem Fisherman
Lightning
Mortar Fisherman Inferno Dragon
Rocket
Mortar Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar

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.

Spear Goblins Elixir Golem Inferno Dragon

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Zap Goblin Gang Elixir Golem Fisherman Mortar Inferno Dragon Goblin Giant

Shortest cycle

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

10 Spear Goblins Zap Goblin Gang Elixir Golem

Attack Synergies 1 15

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.

Spear Goblins
Zap Goblin Gang Mortar Elixir Golem Goblin Giant Inferno Dragon
Zap
Goblin Giant Spear Goblins Mortar Elixir Golem Fisherman
Goblin Gang
Spear Goblins Mortar Elixir Golem Goblin Giant
Mortar
Spear Goblins Zap Goblin Gang Goblin Giant
Elixir Golem
Spear Goblins Zap Goblin Gang Inferno Dragon
Goblin Giant
Zap Spear Goblins Goblin Gang Mortar Fisherman
Fisherman
Zap Goblin Giant
Inferno Dragon
Spear Goblins Elixir Golem

Defense Synergies 1 13

Spear Goblins
Zap Goblin Gang Mortar Goblin Giant Inferno Dragon
Zap
Goblin Giant Spear Goblins Goblin Gang Mortar Fisherman Inferno Dragon
Goblin Gang
Spear Goblins Zap Mortar Fisherman Inferno Dragon
Mortar
Spear Goblins Zap Goblin Gang Inferno Dragon
Elixir Golem
Goblin Giant
Zap Spear Goblins
Fisherman
Zap Goblin Gang
Inferno Dragon
Spear Goblins Zap Goblin Gang Mortar

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.

Spear Goblins Zap Mortar Goblin Giant
Inferno Dragon Zap Goblin Gang Mortar Fisherman
Goblin Gang Mortar Fisherman Inferno Dragon
Inferno Dragon Goblin Gang Mortar Fisherman
Goblin Gang Spear Goblins Zap
Inferno Dragon Spear Goblins Zap Goblin Gang Mortar
Zap Goblin Giant
Inferno Dragon Goblin Gang Mortar Fisherman
Goblin Gang Spear Goblins Fisherman
Goblin Gang Spear Goblins Zap Goblin Giant Fisherman
Inferno Dragon Spear Goblins Zap Goblin Gang
Mortar Zap Goblin Gang
Zap Goblin Gang Mortar
Inferno Dragon Goblin Gang Mortar
Zap Goblin Gang Mortar Fisherman Inferno Dragon
Goblin Gang Mortar Fisherman
Mortar Spear Goblins Zap Goblin Gang Fisherman
Zap Mortar Spear Goblins Fisherman Inferno Dragon
Mortar Fisherman Inferno Dragon
Goblin Gang Spear Goblins Goblin Giant Fisherman

Counters to secondary win conditions

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

Goblin Gang Spear Goblins Zap Fisherman
Zap Goblin Gang Mortar Fisherman Inferno Dragon
Goblin Gang Spear Goblins Zap Goblin Giant Fisherman
Goblin Gang Zap Goblin Giant Fisherman
Goblin Gang Goblin Giant Fisherman Inferno Dragon
Zap Goblin Gang Goblin Giant
Goblin Gang Spear Goblins Goblin Giant
Goblin Giant Fisherman Inferno Dragon
Zap Spear Goblins Mortar Inferno Dragon
Goblin Gang Goblin Giant Inferno Dragon
Inferno Dragon
Zap Goblin Giant
Goblin Gang Goblin Giant
Goblin Gang Spear Goblins Zap Mortar Goblin Giant Fisherman Inferno Dragon
Zap Inferno Dragon

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.)

Mortar
Mortar Zap Fisherman
Goblin Giant
Zap Mortar
Spear Goblins Zap Goblin Giant
Mortar
Zap
Zap Mortar Fisherman
Goblin Gang Fisherman
Zap Mortar Fisherman
Zap
Mortar Fisherman
Mortar Fisherman
Zap Mortar Fisherman
Spear Goblins Zap Mortar
Mortar
Mortar
Fisherman
Zap Mortar Fisherman
Zap Mortar
Fisherman
Zap Mortar
Zap Mortar
Fisherman Inferno Dragon
Mortar Zap Fisherman
Zap Mortar Fisherman
Zap Mortar Fisherman
Zap
Zap
Zap Mortar
Zap
Zap Spear Goblins Goblin Gang
Zap
Goblin Gang
Zap Mortar
Zap
Zap Goblin Gang
Zap
Zap Mortar Goblin Giant

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