My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
Bad
F2P score
Bad

2 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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high 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-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!
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 Ram Rider

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 Giant Dark Prince Ram Rider

Offensive cards

Win conditions

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

Giant Ram Rider

Damage spells

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

The Log

Punishments

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

Giant Dark Prince Ram 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 Spear Goblins Giant Dark Prince Ram 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.

Dark Prince Ram 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
Spear Goblins Giant Guards Dark Prince Ram Rider
Giant Snowball
Goblins Spear Goblins Guards Ram Rider
Zap
Goblins Spear Goblins Guards Dark Prince Ram Rider
Barbarian Barrel
Goblins Spear Goblins Guards Dark Prince
The Log
Goblins Spear Goblins Guards Dark Prince Ram Rider
Earthquake
Spear Goblins Guards
Arrows
Goblins Spear Goblins Guards
Royal Delivery
Goblins Spear Goblins Guards Dark Prince Ram Rider
Fireball
Ram Rider
Poison
Spear Goblins Guards
Lightning
Dark Prince Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince The Log

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 Dark Prince

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Goblins Spear Goblins The Log Guards Dark Prince Giant Ram Rider

Shortest cycle

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

6 Mirror Goblins Spear Goblins The Log

Attack Synergies 2 11

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
Giant
Spear Goblins
Giant Dark Prince Ram Rider
Giant
Dark Prince Goblins Spear Goblins Guards The Log
Mirror
The Log Ram Rider
Guards
Giant The Log Ram Rider
Dark Prince
Giant Spear Goblins Ram Rider
The Log
Mirror Giant Guards Ram Rider
Ram Rider
Spear Goblins Mirror Guards Dark Prince The Log

Defense Synergies 0 8

Goblins
The Log
Spear Goblins
Guards Dark Prince The Log
Giant
Mirror
The Log
Guards
Spear Goblins The Log
Dark Prince
Spear Goblins The Log
The Log
Goblins Spear Goblins Mirror Guards Dark Prince Ram Rider
Ram Rider
The Log

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 The Log Ram Rider
Goblins Dark Prince The Log Ram Rider
Ram Rider Goblins Dark Prince
Goblins Guards Dark Prince Ram Rider
Dark Prince The Log
The Log Goblins Spear Goblins Guards Dark Prince
Ram Rider Spear Goblins
The Log Ram Rider
Goblins
Guards Goblins Spear Goblins Dark Prince
Goblins Guards Spear Goblins Dark Prince The Log Ram Rider
Spear Goblins Ram Rider
Guards Dark Prince The Log Ram Rider
Goblins Guards Dark Prince The Log
Ram Rider
The Log Ram Rider
Goblins Dark Prince
Goblins Spear Goblins Guards Dark Prince The Log Ram Rider
The Log Spear Goblins Guards Dark Prince Ram Rider
Ram Rider
Dark Prince Goblins Spear Goblins Guards The Log

Counters to secondary win conditions

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

Guards Goblins Spear Goblins Dark Prince
The Log
Guards Goblins Spear Goblins Dark Prince The Log Ram Rider
Guards Dark Prince The Log Ram Rider
Guards Dark Prince Ram Rider
Ram Rider
Guards Dark Prince Goblins Spear Goblins Ram Rider
Dark Prince
Goblins Spear Goblins Dark Prince The Log
Guards
Guards Dark Prince
Guards Dark Prince The Log
Dark Prince Guards Ram Rider
Guards Goblins Spear Goblins Dark Prince The Log
Dark Prince The Log

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 The Log
The Log Ram Rider
The Log
Guards Dark Prince The Log
Dark Prince The Log
Spear Goblins Ram Rider
The Log
The Log Ram Rider
The Log Ram Rider
Goblins Guards
Dark Prince The Log Ram Rider
The Log
The Log
Spear Goblins The Log
The Log
Dark Prince The Log
The Log
The Log
The Log
The Log
The Log Dark Prince
The Log Ram Rider
The Log Ram Rider
The Log
Guards
The Log
The Log
Spear Goblins Guards Dark Prince
Ram Rider
The Log
Dark Prince
The Log
Dark Prince
Guards The Log
Dark Prince The Log

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