My Best Clash Royale Deck

Deck Check Rating

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

4 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Goblin Gang

Defensive buildings

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

Mortar

Investments

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

Knight

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Arrows The Log

Punishments

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar 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.

Arrows 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

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 The Log Arrows Knight Minions Goblin Gang Mortar Hog Rider

Shortest cycle

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

10 Goblins The Log Arrows Knight

Attack Synergies 9 7

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
Arrows
Hog Rider Knight Mortar
Knight
Minions Goblin Gang Mortar Hog Rider Arrows The Log
Minions
Knight Hog Rider Mortar
Goblin Gang
Knight Hog Rider Mortar
Mortar
Knight Arrows Minions Goblin Gang Hog Rider The Log
Hog Rider
Goblins Arrows Knight Minions Goblin Gang The Log Mortar
The Log
Hog Rider Knight Mortar

Defense Synergies 2 12

Goblins
Knight Mortar The Log
Arrows
Knight Mortar
Knight
Minions Goblin Gang Goblins Arrows Mortar The Log
Minions
Knight Mortar The Log
Goblin Gang
Knight Mortar The Log
Mortar
Goblins Arrows Knight Minions Goblin Gang The Log
Hog Rider
The Log
Goblins Knight Minions Goblin Gang Mortar

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 Mortar The Log
Goblins Knight Minions Goblin Gang Mortar The Log
Goblin Gang Mortar Goblins Knight Minions
Goblins Knight Minions Goblin Gang Mortar
Arrows The Log
Arrows Goblin Gang The Log Goblins Minions
Minions Arrows Goblin Gang Mortar
Arrows The Log
Goblins Minions Goblin Gang Mortar
Knight Goblin Gang Goblins
Goblins Minions Goblin Gang Arrows Knight The Log
Arrows Minions Goblin Gang
Mortar Knight Minions Goblin Gang The Log
Goblins Arrows Minions Goblin Gang Mortar The Log
Knight Goblin Gang Mortar
Goblin Gang Mortar The Log
Goblins Arrows Knight Minions Goblin Gang Mortar
Arrows Mortar Goblins Knight Minions Goblin Gang The Log
Arrows Mortar The Log Knight Minions
Mortar
Goblin Gang Goblins Arrows Knight Minions The Log

Counters to secondary win conditions

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

Knight Goblin Gang Goblins
Arrows Knight Goblin Gang Mortar The Log
Goblin Gang Goblins Knight Minions The Log
Goblin Gang Knight The Log
Knight Goblin Gang
Arrows Minions Goblin Gang
Goblin Gang Goblins Knight Minions
Knight
Goblins Knight Minions Mortar The Log
Goblin Gang
Knight Minions
Arrows The Log
Knight Goblin Gang
Goblin Gang Goblins Knight Minions Mortar The Log
Arrows Minions 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.)

Arrows Knight Mortar The Log
Arrows Mortar The Log
Arrows The Log
Arrows Knight The Log
Arrows Mortar The Log
Arrows Minions
Arrows Mortar The Log
Arrows The Log
Arrows The Log Mortar
Goblins Minions Goblin Gang
Arrows Knight Mortar The Log
Arrows
Knight Mortar The Log
Arrows Minions Mortar
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar
Minions
Arrows Mortar The Log
Arrows Mortar The Log
Minions The Log
Arrows
The Log
Arrows Mortar The Log
Arrows The Log Mortar
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar The Log
Arrows
Minions
Arrows Mortar The Log
Arrows
Arrows The Log
Minions Goblin Gang
Arrows
Arrows The Log
Knight Goblin Gang
Arrows The Log Mortar
Arrows
Minions Goblin Gang The Log
Mortar The Log

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