My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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.

Archers Mega Minion Goblin Giant

Defensive buildings

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

Barbarian Hut

Investments

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

Archers Royal Giant Mega Minion Barbarian Hut Goblin Giant Royal Ghost

Offensive cards

Win conditions

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

Royal Giant Goblin Giant

Damage spells

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

Fireball

Punishments

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

Royal Giant Goblin Giant Royal Ghost

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins Royal Giant Goblin Giant Royal Ghost

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

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
Archers Royal Giant
Giant Snowball
Goblins Archers Mega Minion
Zap
Goblins Archers Royal Giant Goblin Giant
Barbarian Barrel
Goblins Archers Barbarian Hut Royal Ghost
The Log
Goblins Archers Royal Giant Barbarian Hut
Earthquake
Archers Barbarian Hut
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Mega Minion Royal Ghost
Fireball
Archers Mega Minion Barbarian Hut
Poison
Archers Mega Minion Barbarian Hut
Lightning
Mega Minion Barbarian Hut
Rocket
Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Royal Ghost

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.

Mega Minion Royal Ghost

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 Fireball

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 Fireball

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.

Goblins Archers Mega Minion Royal Ghost Fireball Royal Giant Barbarian Hut Goblin Giant

Shortest cycle

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

11 Goblins Archers Mega Minion Royal Ghost

Attack Synergies 3 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
Archers Royal Giant
Archers
Goblins Royal Giant Barbarian Hut Goblin Giant Royal Ghost
Royal Giant
Fireball Goblins Archers Mega Minion Barbarian Hut Royal Ghost
Mega Minion
Goblin Giant Royal Giant Fireball
Fireball
Royal Giant Goblin Giant Mega Minion
Barbarian Hut
Archers Royal Giant Royal Ghost
Goblin Giant
Mega Minion Fireball Archers
Royal Ghost
Archers Royal Giant Barbarian Hut

Defense Synergies 1 7

Goblins
Archers Mega Minion
Archers
Goblins Mega Minion Barbarian Hut Goblin Giant
Royal Giant
Mega Minion
Goblins Archers Barbarian Hut
Fireball
Goblin Giant Barbarian Hut
Barbarian Hut
Archers Mega Minion Fireball
Goblin Giant
Fireball Archers
Royal Ghost

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.

Barbarian Hut Mega Minion Fireball Goblin Giant
Barbarian Hut Goblins Mega Minion
Barbarian Hut Goblins Archers Mega Minion
Barbarian Hut Goblins Mega Minion
Fireball
Fireball Goblins Archers Mega Minion Royal Ghost
Mega Minion Archers Fireball Barbarian Hut
Barbarian Hut Fireball Goblin Giant
Barbarian Hut Goblins
Goblins Archers Royal Ghost
Goblins Archers Mega Minion Fireball Goblin Giant Royal Ghost
Mega Minion Archers Fireball Barbarian Hut
Barbarian Hut Fireball
Fireball Barbarian Hut Goblins Mega Minion Royal Ghost
Barbarian Hut
Barbarian Hut Fireball
Barbarian Hut Goblins Fireball
Fireball Goblins Archers Mega Minion Barbarian Hut Royal Ghost
Archers Mega Minion Fireball Barbarian Hut Royal Ghost
Barbarian Hut
Royal Ghost Goblins Archers Fireball Goblin Giant

Counters to secondary win conditions

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

Barbarian Hut Goblins Archers Fireball Royal Ghost
Fireball Archers Mega Minion Royal Ghost
Goblins Barbarian Hut Goblin Giant
Fireball Barbarian Hut Goblin Giant
Barbarian Hut Goblin Giant
Fireball Archers Goblin Giant
Goblins Archers Mega Minion Fireball Barbarian Hut Goblin Giant
Barbarian Hut Goblin Giant
Goblins Mega Minion Fireball Barbarian Hut
Mega Minion Barbarian Hut Goblin Giant
Mega Minion
Fireball Goblin Giant
Fireball Barbarian Hut Goblin Giant
Archers Fireball Barbarian Hut
Goblins Archers Mega Minion Fireball Barbarian Hut Goblin Giant
Archers Mega Minion Fireball Barbarian Hut Royal Ghost

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.)

Fireball Barbarian Hut Royal Ghost
Fireball Royal Ghost
Fireball Barbarian Hut Goblin Giant
Fireball Barbarian Hut
Fireball
Fireball Mega Minion Goblin Giant
Archers
Fireball Barbarian Hut
Fireball
Goblins Fireball
Fireball
Fireball Archers
Fireball Barbarian Hut
Fireball
Fireball Barbarian Hut
Fireball Barbarian Hut
Fireball Barbarian Hut
Fireball
Archers Mega Minion Fireball
Fireball
Fireball
Fireball
Fireball Barbarian Hut
Fireball
Mega Minion
Fireball Royal Ghost
Fireball
Fireball
Archers Fireball
Mega Minion Fireball
Mega Minion Fireball
Fireball
Fireball
Fireball
Archers Fireball Barbarian Hut
Fireball Archers Mega Minion
Fireball
Fireball Mega Minion
Fireball
Fireball
Mega Minion
Fireball
Fireball
Fireball Goblin Giant Royal Ghost

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