My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Mega Minion Zappies

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.

Mega Minion Zappies Golem Mega Knight

Offensive cards

Win conditions

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

Golem Miner Graveyard

Damage spells

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

Poison

Punishments

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

Goblin Gang Miner Graveyard Mega Knight

Pump responses

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

Poison Miner Graveyard

Dropped at the bridge

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

Goblin Gang Golem Mega Knight

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 Miner Graveyard

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 Miner Graveyard
Giant Snowball
Goblin Gang Mega Minion Zappies Miner Graveyard
Zap
Goblin Gang Zappies Graveyard
Barbarian Barrel
Goblin Gang Zappies Graveyard
The Log
Goblin Gang Zappies Graveyard
Earthquake
Goblin Gang Zappies Graveyard
Arrows
Goblin Gang Zappies Graveyard
Royal Delivery
Goblin Gang Mega Minion Zappies Miner Graveyard
Fireball
Goblin Gang Mega Minion Zappies
Poison
Goblin Gang Mega Minion Zappies Graveyard
Lightning
Mega Minion
Rocket

Against air swarms

Spells and units that can counter air swarms.

Poison

Against ground swarms

Spells and units that can counter ground swarms.

Poison Mega Knight

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.

Mega Minion Poison Golem Miner Mega Knight

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.

Graveyard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Mega Minion Miner Zappies Poison Graveyard Mega Knight Golem

Shortest cycle

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

13 Goblin Gang Mega Minion Miner Zappies

Attack Synergies 5 14

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
Miner Golem
Mega Minion
Golem Poison Miner Graveyard Mega Knight
Zappies
Golem Miner Graveyard Mega Knight
Poison
Golem Miner Graveyard Mega Minion Mega Knight
Golem
Mega Minion Poison Goblin Gang Zappies Graveyard
Miner
Goblin Gang Poison Mega Minion Zappies Graveyard Mega Knight
Graveyard
Poison Mega Minion Zappies Golem Miner Mega Knight
Mega Knight
Mega Minion Zappies Poison Miner Graveyard

Defense Synergies 0 8

Goblin Gang
Zappies Miner
Mega Minion
Zappies Miner Mega Knight
Zappies
Goblin Gang Mega Minion Mega Knight
Poison
Mega Knight
Golem
Miner
Goblin Gang Mega Minion Mega Knight
Graveyard
Mega Knight
Mega Minion Zappies Poison Miner

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.

Mega Minion Zappies
Goblin Gang Mega Minion Zappies Mega Knight
Goblin Gang Mega Knight Mega Minion Zappies
Goblin Gang Mega Minion Zappies Mega Knight
Poison Mega Knight
Goblin Gang Mega Minion Zappies Mega Knight
Mega Minion Goblin Gang Zappies Poison
Poison Mega Knight
Zappies Goblin Gang
Goblin Gang Zappies Miner Mega Knight
Goblin Gang Poison Mega Minion Zappies Mega Knight
Mega Minion Goblin Gang Zappies Poison
Mega Knight Goblin Gang Zappies
Mega Knight Goblin Gang Mega Minion Zappies Poison
Goblin Gang Zappies Mega Knight
Goblin Gang Zappies Mega Knight
Mega Knight Goblin Gang Zappies Poison
Mega Knight Goblin Gang Mega Minion Zappies
Poison Mega Minion Zappies Mega Knight
Zappies
Goblin Gang Mega Knight Zappies Poison

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zappies
Poison Goblin Gang Mega Minion Miner Mega Knight
Goblin Gang Zappies Mega Knight
Goblin Gang Mega Knight Zappies
Goblin Gang Zappies Mega Knight
Poison Goblin Gang Zappies
Goblin Gang Mega Minion Zappies
Mega Knight Zappies
Mega Knight Mega Minion Zappies Poison
Goblin Gang Mega Minion Zappies
Mega Knight Mega Minion Zappies
Mega Knight Poison
Mega Knight Goblin Gang Zappies
Zappies Mega Knight
Goblin Gang Zappies Mega Minion Poison
Poison Mega Knight Mega Minion Zappies

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.)

Poison
Poison Miner
Poison Miner
Poison
Poison Mega Knight
Poison Mega Minion
Poison
Poison
Poison Miner
Goblin Gang Poison
Poison Miner
Poison
Poison Miner
Poison
Poison
Poison
Poison Mega Knight
Poison
Mega Minion Poison Mega Knight
Poison Miner Mega Knight
Poison Mega Knight
Poison
Poison
Poison Mega Knight
Mega Minion
Poison Miner
Poison Miner Mega Knight
Poison Miner
Poison
Mega Minion Zappies Poison
Mega Minion
Poison Miner Mega Knight
Zappies Poison
Mega Knight
Poison
Goblin Gang Zappies
Poison Mega Minion Zappies
Poison Miner Goblin Gang Mega Minion Mega Knight
Poison
Poison
Mega Minion Mega Knight
Goblin Gang Zappies Poison
Zappies Poison
Poison Miner Mega Knight

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