My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Godly!
Synergy
RIP
Versatility
Bad
F2P score
Godly!

4 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground 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 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Bats Goblin Gang

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 Bats Elixir Collector

Offensive cards

Win conditions

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

Missing

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

Pump responses

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

Elixir Collector

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 Goblin Gang Barbarians

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 Bats Goblin Gang Guards Skeleton Army
Giant Snowball
Goblins Spear Goblins Bats Goblin Gang Barbarians Guards Skeleton Army
Zap
Goblins Spear Goblins Bats Goblin Gang Guards Skeleton Army
Barbarian Barrel
Goblins Spear Goblins Goblin Gang Barbarians Guards Skeleton Army
The Log
Goblins Spear Goblins Goblin Gang Barbarians Guards Skeleton Army
Earthquake
Spear Goblins Goblin Gang Barbarians Elixir Collector Guards Skeleton Army
Arrows
Goblins Spear Goblins Bats Goblin Gang Guards Skeleton Army
Royal Delivery
Goblins Spear Goblins Bats Goblin Gang Barbarians Guards Skeleton Army
Fireball
Goblin Gang Barbarians Elixir Collector Skeleton Army
Poison
Spear Goblins Bats Goblin Gang Barbarians Elixir Collector Guards Skeleton Army
Lightning
Elixir Collector
Rocket
Barbarians Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Bats Elixir Collector Guards Skeleton Army

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.

Skeleton Army

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Spear Goblins Bats Goblin Gang Guards Skeleton Army Barbarians Elixir Collector

Shortest cycle

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

9 Goblins Spear Goblins Bats Goblin Gang

Attack Synergies 0 1

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
Spear Goblins
Goblin Gang
Bats
Goblin Gang
Spear Goblins
Barbarians
Elixir Collector
Guards
Skeleton Army

Defense Synergies 0 10

Goblins
Spear Goblins
Bats Goblin Gang Barbarians Guards Skeleton Army
Bats
Spear Goblins
Goblin Gang
Spear Goblins Barbarians Guards Skeleton Army
Barbarians
Spear Goblins Goblin Gang Skeleton Army
Elixir Collector
Guards
Spear Goblins Goblin Gang Skeleton Army
Skeleton Army
Spear Goblins Goblin Gang Barbarians Guards

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
Barbarians Skeleton Army Goblins Bats Goblin Gang
Goblin Gang Barbarians Skeleton Army Goblins Bats
Barbarians Skeleton Army Goblins Bats Goblin Gang Guards
Barbarians Skeleton Army
Goblin Gang Skeleton Army Goblins Spear Goblins Bats Guards
Bats Spear Goblins Goblin Gang
Barbarians
Barbarians Goblins Goblin Gang Skeleton Army
Goblin Gang Guards Skeleton Army Goblins Spear Goblins Barbarians
Goblins Bats Goblin Gang Barbarians Guards Skeleton Army Spear Goblins
Spear Goblins Bats Goblin Gang
Barbarians Skeleton Army Bats Goblin Gang Guards
Skeleton Army Goblins Bats Goblin Gang Barbarians Guards
Barbarians Skeleton Army Goblin Gang
Barbarians Skeleton Army Goblin Gang
Barbarians Goblins Bats Goblin Gang Skeleton Army
Goblins Spear Goblins Bats Goblin Gang Barbarians Guards Skeleton Army
Spear Goblins Bats Barbarians Guards
Barbarians
Goblin Gang Skeleton Army Goblins Spear Goblins Bats Barbarians Guards

Counters to secondary win conditions

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

Goblin Gang Barbarians Guards Skeleton Army Goblins Spear Goblins
Goblin Gang
Goblin Gang Barbarians Guards Skeleton Army Goblins Spear Goblins Bats
Goblin Gang Guards Skeleton Army Bats Barbarians
Barbarians Goblin Gang Guards Skeleton Army
Bats Goblin Gang
Goblin Gang Guards Skeleton Army Goblins Spear Goblins Bats Barbarians
Barbarians Skeleton Army
Goblins Spear Goblins Bats Barbarians Skeleton Army
Goblin Gang Barbarians Guards Skeleton Army
Bats Barbarians Guards
Skeleton Army Barbarians Guards
Barbarians Skeleton Army Goblin Gang Guards
Barbarians Skeleton Army
Goblin Gang Barbarians Guards Skeleton Army Goblins Spear Goblins Bats
Bats Barbarians

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
Barbarians Guards
Spear Goblins Bats
Goblins Bats Goblin Gang Guards
Spear Goblins
Bats
Barbarians
Bats
Bats Guards
Spear Goblins Bats Goblin Gang Barbarians Guards Skeleton Army
Goblin Gang
Bats Goblin Gang Guards
Bats

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