My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Archers Goblin Gang Three Musketeers

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.

Archers Elixir Collector Three Musketeers Golem

Offensive cards

Win conditions

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

Three Musketeers Golem

Damage spells

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

Fireball

Punishments

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

Goblin Gang

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Goblins Goblin Gang Barbarians Golem

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.

Golem

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
Archers Goblin Gang Three Musketeers
Giant Snowball
Goblins Archers Goblin Gang Barbarians Three Musketeers
Zap
Goblins Archers Goblin Gang Three Musketeers
Barbarian Barrel
Goblins Archers Goblin Gang Barbarians Three Musketeers
The Log
Goblins Archers Goblin Gang Barbarians Three Musketeers
Earthquake
Archers Goblin Gang Barbarians Elixir Collector
Arrows
Goblins Archers Goblin Gang
Royal Delivery
Goblins Archers Goblin Gang Barbarians Three Musketeers
Fireball
Archers Goblin Gang Barbarians Elixir Collector Three Musketeers
Poison
Archers Goblin Gang Barbarians Elixir Collector Three Musketeers
Lightning
Elixir Collector Three Musketeers
Rocket
Barbarians Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Elixir Collector Golem

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.

Fireball

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 Gang Barbarians Fireball Three Musketeers

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Archers Goblin Gang Fireball Barbarians Elixir Collector Golem Three Musketeers

Shortest cycle

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

12 Goblins Archers Goblin Gang Fireball

Attack Synergies 1 4

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
Archers
Goblins Golem
Goblin Gang
Three Musketeers Golem
Barbarians
Fireball
Golem
Elixir Collector
Three Musketeers
Goblin Gang
Golem
Fireball Archers Goblin Gang

Defense Synergies 0 3

Goblins
Archers
Archers
Goblins Goblin Gang
Goblin Gang
Archers Barbarians
Barbarians
Goblin Gang
Fireball
Elixir Collector
Three Musketeers
Golem

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.

Fireball
Barbarians Goblins Goblin Gang Three Musketeers
Goblin Gang Barbarians Three Musketeers Goblins Archers
Barbarians Three Musketeers Goblins Goblin Gang
Barbarians Fireball
Goblin Gang Fireball Goblins Archers
Three Musketeers Archers Goblin Gang Fireball
Barbarians Fireball
Barbarians Three Musketeers Goblins Goblin Gang
Goblin Gang Goblins Archers Barbarians
Goblins Archers Goblin Gang Barbarians Fireball
Three Musketeers Archers Goblin Gang Fireball
Barbarians Goblin Gang Fireball Three Musketeers
Fireball Three Musketeers Goblins Goblin Gang Barbarians
Barbarians Goblin Gang Three Musketeers
Barbarians Goblin Gang Fireball Three Musketeers
Barbarians Three Musketeers Goblins Goblin Gang Fireball
Fireball Goblins Archers Goblin Gang Barbarians Three Musketeers
Archers Barbarians Fireball
Barbarians Three Musketeers
Goblin Gang Goblins Archers Barbarians Fireball

Counters to secondary win conditions

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

Goblin Gang Barbarians Goblins Archers Fireball
Fireball Archers Goblin Gang
Goblin Gang Barbarians Goblins
Goblin Gang Barbarians Fireball
Barbarians Goblin Gang Three Musketeers
Fireball Archers Goblin Gang Three Musketeers
Goblin Gang Goblins Archers Barbarians Fireball
Barbarians
Goblins Barbarians Fireball
Goblin Gang Barbarians Three Musketeers
Barbarians
Barbarians Fireball
Barbarians Goblin Gang Fireball Three Musketeers
Archers Barbarians Fireball Three Musketeers
Goblin Gang Barbarians Goblins Archers Fireball Three Musketeers
Archers Barbarians Fireball

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.)

Fireball
Fireball
Fireball
Barbarians Fireball
Fireball
Fireball
Archers
Fireball
Fireball
Goblins Goblin Gang Fireball Three Musketeers
Fireball
Fireball Archers
Fireball Three Musketeers
Fireball
Fireball
Fireball Three Musketeers
Fireball Three Musketeers
Fireball Three Musketeers
Archers Fireball Three Musketeers
Fireball
Fireball
Fireball
Barbarians Fireball
Fireball
Fireball
Fireball
Fireball
Archers Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Archers Goblin Gang Barbarians Fireball
Fireball Archers Three Musketeers
Fireball
Fireball Goblin Gang Three Musketeers
Fireball
Fireball
Three Musketeers
Goblin Gang Fireball
Fireball
Fireball

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