My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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!
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.

Spear Goblins Archers 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.

Spear Goblins Archers Goblin Giant Golden Knight

Offensive cards

Win conditions

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

Royal Hogs Goblin Barrel Goblin Giant

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.

Royal Hogs Goblin Barrel Goblin Giant Golden Knight

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.

Goblins Spear Goblins Royal Hogs 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.

Royal Hogs Goblin Barrel Golden Knight

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 Archers Royal Hogs Goblin Barrel Guards
Giant Snowball
Goblins Spear Goblins Archers Royal Hogs Goblin Barrel Guards
Zap
Goblins Spear Goblins Archers Royal Hogs Goblin Barrel Guards Goblin Giant
Barbarian Barrel
Goblins Spear Goblins Archers Royal Hogs Goblin Barrel Guards
The Log
Goblins Spear Goblins Archers Royal Hogs Goblin Barrel Guards
Earthquake
Spear Goblins Archers Royal Hogs Goblin Barrel Guards
Arrows
Goblins Spear Goblins Archers Royal Hogs Goblin Barrel Guards
Royal Delivery
Goblins Spear Goblins Archers Royal Hogs Goblin Barrel Guards
Fireball
Archers Royal Hogs Goblin Barrel
Poison
Spear Goblins Archers Royal Hogs Guards
Lightning
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Guards

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

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Spear Goblins Archers Goblin Barrel Guards Golden Knight Royal Hogs Goblin Giant

Shortest cycle

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

10 Goblins Spear Goblins Archers Goblin Barrel

Attack Synergies 1 10

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
Archers
Spear Goblins
Goblin Barrel Royal Hogs Goblin Giant
Archers
Goblins Royal Hogs Goblin Giant
Royal Hogs
Spear Goblins Archers Goblin Barrel Guards
Goblin Barrel
Spear Goblins Royal Hogs Guards Goblin Giant Golden Knight
Guards
Royal Hogs Goblin Barrel
Goblin Giant
Spear Goblins Archers Goblin Barrel
Golden Knight
Goblin Barrel

Defense Synergies 0 8

Goblins
Archers
Spear Goblins
Archers Guards Goblin Giant Golden Knight
Archers
Goblins Spear Goblins Guards Goblin Giant Golden Knight
Royal Hogs
Goblin Barrel
Guards
Spear Goblins Archers
Goblin Giant
Spear Goblins Archers
Golden Knight
Spear Goblins Archers

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 Goblin Giant Golden Knight
Goblins
Goblins Archers
Goblins Guards
Goblins Spear Goblins Archers Guards
Spear Goblins Archers
Goblin Giant Golden Knight
Goblins
Guards Goblins Spear Goblins Archers
Goblins Archers Guards Spear Goblins Goblin Giant
Spear Goblins Archers
Guards
Goblins Guards Golden Knight
Goblins
Goblins Spear Goblins Archers Guards Golden Knight
Spear Goblins Archers Guards
Goblins Spear Goblins Archers Guards Goblin Giant

Counters to secondary win conditions

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

Guards Goblins Spear Goblins Archers
Archers
Guards Goblins Spear Goblins Goblin Giant Golden Knight
Guards Goblin Giant
Guards Goblin Giant
Archers Goblin Giant
Guards Goblins Spear Goblins Archers Goblin Giant
Goblin Giant
Goblins Spear Goblins
Guards Goblin Giant
Guards Golden Knight
Guards Goblin Giant
Guards Goblin Giant Golden Knight
Archers
Guards Goblins Spear Goblins Archers Goblin Giant Golden Knight
Archers Golden Knight

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.)

Guards Golden Knight
Golden Knight
Goblin Giant
Guards
Spear Goblins Goblin Giant
Archers
Golden Knight
Goblins Guards
Golden Knight
Archers
Golden Knight
Spear Goblins Golden Knight
Archers
Golden Knight
Golden Knight
Golden Knight
Golden Knight
Archers
Guards
Spear Goblins Archers Guards
Archers
Guards Golden Knight
Goblin Giant Golden Knight

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