My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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 Hunter Magic Archer

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 Hunter Royal Ghost Magic Archer Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Giant Snowball

Punishments

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

Royal Ghost

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.

Goblins Spear Goblins Royal Ghost Magic Archer Lava Hound

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 Ghost Magic Archer

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 Guards Lava Hound
Giant Snowball
Goblins Spear Goblins Guards Lava Hound
Zap
Goblins Spear Goblins Guards Lava Hound
Barbarian Barrel
Goblins Spear Goblins Guards Hunter Royal Ghost Magic Archer
The Log
Goblins Spear Goblins Guards Hunter
Earthquake
Spear Goblins Guards
Arrows
Goblins Spear Goblins Guards Lava Hound
Royal Delivery
Goblins Spear Goblins Guards Hunter Royal Ghost Magic Archer Lava Hound
Fireball
Hunter Magic Archer Lava Hound
Poison
Spear Goblins Guards Hunter Magic Archer Lava Hound
Lightning
Hunter Magic Archer
Rocket
Hunter Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Hunter Royal Ghost Magic Archer

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 Royal Ghost

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 Lava Hound

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.

Goblins Spear Goblins Giant Snowball Guards Royal Ghost Hunter Magic Archer Lava Hound

Shortest cycle

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

9 Goblins Spear Goblins Giant Snowball Guards

Attack Synergies 0 9

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
Spear Goblins
Giant Snowball Royal Ghost
Giant Snowball
Spear Goblins Hunter Royal Ghost Magic Archer Lava Hound
Guards
Lava Hound
Hunter
Giant Snowball
Royal Ghost
Spear Goblins Giant Snowball Magic Archer
Magic Archer
Giant Snowball Royal Ghost Lava Hound
Lava Hound
Giant Snowball Guards Magic Archer

Defense Synergies 1 11

Goblins
Giant Snowball Hunter Magic Archer
Spear Goblins
Giant Snowball Guards Royal Ghost
Giant Snowball
Goblins Spear Goblins Guards Hunter Royal Ghost Magic Archer
Guards
Hunter Spear Goblins Giant Snowball Magic Archer
Hunter
Guards Goblins Giant Snowball
Royal Ghost
Spear Goblins Giant Snowball
Magic Archer
Goblins Giant Snowball Guards
Lava Hound

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 Magic Archer
Hunter Goblins
Hunter Goblins Giant Snowball
Hunter Goblins Guards
Goblins Spear Goblins Giant Snowball Guards Hunter Royal Ghost Magic Archer
Giant Snowball Hunter Spear Goblins Magic Archer
Magic Archer
Hunter Goblins
Guards Goblins Spear Goblins Giant Snowball Hunter Royal Ghost
Goblins Guards Spear Goblins Giant Snowball Hunter Royal Ghost Magic Archer
Hunter Spear Goblins Giant Snowball Magic Archer
Hunter Giant Snowball Guards
Goblins Giant Snowball Guards Hunter Royal Ghost Magic Archer
Hunter
Giant Snowball Hunter
Goblins Hunter
Goblins Spear Goblins Giant Snowball Guards Hunter Royal Ghost Magic Archer
Giant Snowball Hunter Spear Goblins Guards Royal Ghost Magic Archer
Hunter
Royal Ghost Goblins Spear Goblins Giant Snowball Guards Hunter

Counters to secondary win conditions

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

Guards Goblins Spear Goblins Giant Snowball Royal Ghost
Giant Snowball Hunter Royal Ghost Magic Archer
Guards Goblins Spear Goblins Hunter
Guards Hunter
Guards Hunter
Giant Snowball Hunter Magic Archer
Guards Goblins Spear Goblins Hunter
Hunter
Goblins Spear Goblins Giant Snowball Magic Archer
Guards
Guards Hunter
Giant Snowball Guards
Guards Hunter
Magic Archer
Guards Goblins Spear Goblins Hunter Magic Archer
Giant Snowball Hunter Royal Ghost Magic Archer

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.)

Magic Archer Guards Royal Ghost
Giant Snowball Royal Ghost Magic Archer
Magic Archer
Guards
Giant Snowball Magic Archer
Spear Goblins Giant Snowball Hunter Magic Archer
Magic Archer
Giant Snowball Hunter Magic Archer
Giant Snowball
Goblins Giant Snowball Guards
Magic Archer
Giant Snowball Magic Archer
Giant Snowball Hunter Magic Archer
Magic Archer
Giant Snowball Magic Archer
Spear Goblins Giant Snowball Hunter Magic Archer
Magic Archer
Giant Snowball
Giant Snowball Hunter Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball
Giant Snowball
Giant Snowball Hunter Magic Archer
Giant Snowball Hunter Royal Ghost Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Hunter Magic Archer
Giant Snowball Guards
Giant Snowball
Giant Snowball Hunter Magic Archer
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Spear Goblins Guards Magic Archer
Giant Snowball Hunter Magic Archer
Hunter Magic Archer
Giant Snowball Magic Archer
Giant Snowball
Giant Snowball Guards Magic Archer
Giant Snowball Magic Archer
Giant Snowball Royal Ghost Magic Archer

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