My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Gang Mega Minion Baby Dragon

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.

Royal Giant Mega Minion Baby Dragon

Offensive cards

Win conditions

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

Royal Giant

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 Royal Giant

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.

Goblin Gang Barbarians Royal Giant Baby Dragon

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 Royal Giant Guards
Giant Snowball
Goblin Gang Barbarians Mega Minion Guards Baby Dragon
Zap
Goblin Gang Royal Giant Guards
Barbarian Barrel
Goblin Gang Barbarians Guards
The Log
Goblin Gang Barbarians Royal Giant Guards
Earthquake
Goblin Gang Barbarians Guards
Arrows
Goblin Gang Guards
Royal Delivery
Goblin Gang Barbarians Mega Minion Guards Baby Dragon
Fireball
Goblin Gang Barbarians Mega Minion Baby Dragon
Poison
Goblin Gang Barbarians Mega Minion Guards
Lightning
Mega Minion Baby Dragon
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon 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 Mega Minion Guards Baby Dragon

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.

Royal Giant

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 Barbarians

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Goblin Gang Mega Minion Guards Baby Dragon Barbarians Royal Giant

Shortest cycle

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

11 The Log Arrows Goblin Gang Mega Minion

Attack Synergies 1 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.

Arrows
Royal Giant Mega Minion
Goblin Gang
Royal Giant Baby Dragon
Barbarians
Royal Giant
Arrows Goblin Gang Mega Minion Guards Baby Dragon The Log
Mega Minion
Arrows Royal Giant Baby Dragon
Guards
Royal Giant The Log
Baby Dragon
Goblin Gang Royal Giant Mega Minion
The Log
Royal Giant Guards

Defense Synergies 0 11

Arrows
Barbarians Mega Minion
Goblin Gang
Barbarians Guards The Log
Barbarians
Arrows Goblin Gang
Royal Giant
Mega Minion
Arrows Guards Baby Dragon The Log
Guards
Goblin Gang Mega Minion Baby Dragon The Log
Baby Dragon
Mega Minion Guards The Log
The Log
Goblin Gang Mega Minion Guards Baby Dragon

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 Baby Dragon The Log
Barbarians Goblin Gang Mega Minion The Log
Goblin Gang Barbarians Mega Minion
Barbarians Goblin Gang Mega Minion Guards
Arrows Barbarians The Log
Arrows Goblin Gang The Log Mega Minion Guards Baby Dragon
Mega Minion Arrows Goblin Gang Baby Dragon
Arrows Barbarians Baby Dragon The Log
Barbarians Goblin Gang
Goblin Gang Guards Barbarians
Goblin Gang Barbarians Guards Arrows Mega Minion Baby Dragon The Log
Arrows Mega Minion Goblin Gang Baby Dragon
Barbarians Goblin Gang Guards The Log
Arrows Goblin Gang Barbarians Mega Minion Guards Baby Dragon The Log
Barbarians Goblin Gang
Barbarians Goblin Gang The Log
Barbarians Arrows Goblin Gang
Arrows Goblin Gang Barbarians Mega Minion Guards Baby Dragon The Log
Arrows Baby Dragon The Log Barbarians Mega Minion Guards
Barbarians
Goblin Gang Arrows Barbarians Guards Baby Dragon The Log

Counters to secondary win conditions

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

Goblin Gang Barbarians Guards
Arrows Goblin Gang Mega Minion Baby Dragon The Log
Goblin Gang Barbarians Guards The Log
Goblin Gang Guards Barbarians The Log
Barbarians Goblin Gang Guards
Arrows Goblin Gang Baby Dragon
Goblin Gang Guards Barbarians Mega Minion
Barbarians
Barbarians Mega Minion Baby Dragon The Log
Goblin Gang Barbarians Mega Minion Guards
Barbarians Mega Minion Guards
Arrows Barbarians Guards The Log
Barbarians Goblin Gang Guards
Barbarians Baby Dragon
Goblin Gang Barbarians Guards Mega Minion Baby Dragon The Log
Arrows Barbarians Mega Minion Baby Dragon 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 Guards Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Barbarians Guards The Log
Arrows Baby Dragon The Log
Arrows Mega Minion Baby Dragon
Arrows Baby Dragon The Log
Arrows The Log Baby Dragon
Arrows The Log
Goblin Gang Guards
Arrows The Log
Arrows Baby Dragon
Baby Dragon The Log
Arrows Baby Dragon
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows
Arrows Mega Minion Baby Dragon The Log
Arrows Baby Dragon The Log
Baby Dragon The Log
Arrows
The Log
Arrows Barbarians Baby Dragon The Log
Arrows The Log Baby Dragon
Mega Minion
Arrows The Log Baby Dragon
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon
Mega Minion Guards
Mega Minion
Arrows The Log
Arrows
Arrows The Log
Goblin Gang Barbarians Guards
Arrows Mega Minion Baby Dragon
Arrows The Log
Goblin Gang Mega Minion Baby Dragon
Arrows The Log Baby Dragon
Arrows
Mega Minion
Goblin Gang Guards Baby Dragon The Log
Baby Dragon The Log

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