My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 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.

Bats Archers Minions Goblin Gang Furnace

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Archers Knight Furnace

Offensive cards

Win conditions

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

Hog Rider

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.

Goblin Gang Hog Rider

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 Knight Goblin Gang Hog Rider

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.

Hog Rider

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
Bats Archers Minions Goblin Gang Hog Rider
Giant Snowball
Goblins Bats Archers Minions Goblin Gang Hog Rider Furnace
Zap
Goblins Bats Archers Minions Goblin Gang Furnace
Barbarian Barrel
Goblins Archers Knight Goblin Gang Furnace
The Log
Goblins Archers Goblin Gang Hog Rider Furnace
Earthquake
Archers Goblin Gang Hog Rider Furnace
Arrows
Goblins Bats Archers Minions Goblin Gang Furnace
Royal Delivery
Goblins Bats Archers Knight Minions Goblin Gang Hog Rider
Fireball
Archers Minions Goblin Gang Hog Rider Furnace
Poison
Bats Archers Minions Goblin Gang Furnace
Lightning
Knight Furnace
Rocket
Hog Rider Furnace

Against air swarms

Spells and units that can counter air swarms.

Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Furnace

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.

Bats Knight

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 Minions Goblin Gang Furnace

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 Bats Archers Knight Minions Goblin Gang Hog Rider Furnace

Shortest cycle

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

10 Goblins Bats Archers Knight

Attack Synergies 9 5

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
Hog Rider Archers
Bats
Knight Hog Rider Minions
Archers
Knight Goblins Hog Rider
Knight
Bats Archers Minions Goblin Gang Hog Rider Furnace
Minions
Knight Hog Rider Bats
Goblin Gang
Knight Hog Rider
Hog Rider
Goblins Bats Knight Minions Goblin Gang Archers Furnace
Furnace
Knight Hog Rider

Defense Synergies 4 8

Goblins
Archers Knight
Bats
Knight Minions
Archers
Knight Goblins Minions Goblin Gang Furnace
Knight
Bats Archers Minions Goblin Gang Goblins Furnace
Minions
Knight Bats Archers
Goblin Gang
Knight Archers Furnace
Hog Rider
Furnace
Archers Knight Goblin Gang

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.

Knight Minions
Goblins Bats Knight Minions Goblin Gang Furnace
Goblin Gang Furnace Goblins Bats Archers Knight Minions
Goblins Bats Knight Minions Goblin Gang Furnace
Goblin Gang Goblins Bats Archers Minions Furnace
Bats Minions Furnace Archers Goblin Gang
Goblins Minions Goblin Gang Furnace
Knight Goblin Gang Goblins Archers
Goblins Bats Archers Minions Goblin Gang Knight Furnace
Minions Bats Archers Goblin Gang Furnace
Furnace Bats Knight Minions Goblin Gang
Goblins Bats Minions Goblin Gang Furnace
Knight Goblin Gang Furnace
Goblin Gang Furnace
Goblins Bats Knight Minions Goblin Gang Furnace
Goblins Bats Archers Knight Minions Goblin Gang Furnace
Furnace Bats Archers Knight Minions
Goblin Gang Goblins Bats Archers Knight Minions Furnace

Counters to secondary win conditions

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

Knight Goblin Gang Goblins Archers Furnace
Archers Knight Goblin Gang
Goblin Gang Goblins Bats Knight Minions Furnace
Goblin Gang Bats Knight
Knight Goblin Gang
Furnace Bats Archers Minions Goblin Gang
Goblin Gang Goblins Bats Archers Knight Minions Furnace
Knight
Goblins Bats Knight Minions
Goblin Gang
Bats Knight Minions
Knight Goblin Gang
Archers Furnace
Goblin Gang Goblins Bats Archers Knight Minions Furnace
Bats Minions Archers

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.)

Knight
Knight
Furnace
Bats Minions Furnace
Archers Furnace
Goblins Bats Minions Goblin Gang
Knight
Archers
Knight
Minions
Furnace
Furnace
Furnace
Bats Minions
Archers
Minions
Furnace
Bats Archers Furnace
Bats Minions
Bats Archers Minions Goblin Gang
Archers
Knight Goblin Gang
Bats Minions Goblin Gang
Bats

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