My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 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 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 Archers Minions

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.

Skeletons Spear Goblins Bomber Archers Knight

Offensive cards

Win conditions

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

Hog Rider

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.

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 Spear Goblins Knight 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
Skeletons Spear Goblins Bomber Archers Minions Hog Rider
Giant Snowball
Skeletons Goblins Spear Goblins Bomber Archers Minions Hog Rider
Zap
Skeletons Goblins Spear Goblins Bomber Archers Minions
Barbarian Barrel
Skeletons Goblins Spear Goblins Bomber Archers Knight
The Log
Skeletons Goblins Spear Goblins Bomber Archers Hog Rider
Earthquake
Skeletons Spear Goblins Bomber Archers Hog Rider
Arrows
Skeletons Goblins Spear Goblins Bomber Archers Minions
Royal Delivery
Skeletons Goblins Spear Goblins Bomber Archers Knight Minions Hog Rider
Fireball
Bomber Archers Minions Hog Rider
Poison
Spear Goblins Bomber Archers Minions
Lightning
Knight
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber

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 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

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.

Skeletons Goblins Spear Goblins Bomber Archers Knight Minions Hog Rider

Shortest cycle

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

7 Skeletons Goblins Spear Goblins Bomber

Attack Synergies 7 5

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.

Skeletons
Goblins
Hog Rider Archers
Spear Goblins
Knight Hog Rider
Bomber
Knight Minions Hog Rider
Archers
Knight Goblins Hog Rider
Knight
Spear Goblins Archers Minions Hog Rider Bomber
Minions
Knight Hog Rider Bomber
Hog Rider
Goblins Spear Goblins Knight Minions Bomber Archers

Defense Synergies 4 11

Skeletons
Spear Goblins Bomber Archers Knight Minions
Goblins
Bomber Archers Knight
Spear Goblins
Knight Skeletons Archers Minions
Bomber
Knight Skeletons Goblins
Archers
Knight Skeletons Goblins Spear Goblins Minions
Knight
Spear Goblins Bomber Archers Minions Skeletons Goblins
Minions
Knight Skeletons Spear Goblins Archers
Hog Rider

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 Bomber Knight Minions
Skeletons Goblins Bomber Knight Minions
Skeletons Goblins Bomber Archers Knight Minions
Skeletons Goblins Bomber Knight Minions
Bomber
Skeletons Goblins Spear Goblins Bomber Archers Minions
Minions Spear Goblins Archers
Skeletons Goblins Minions
Knight Skeletons Goblins Spear Goblins Bomber Archers
Goblins Archers Minions Skeletons Spear Goblins Bomber Knight
Minions Spear Goblins Archers
Skeletons Bomber Knight Minions
Bomber Goblins Minions
Knight
Skeletons Goblins Bomber Knight Minions
Goblins Spear Goblins Bomber Archers Knight Minions
Spear Goblins Bomber Archers Knight Minions
Bomber Goblins Spear Goblins Archers Knight Minions

Counters to secondary win conditions

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

Knight Skeletons Goblins Spear Goblins Archers
Bomber Archers Knight
Skeletons Goblins Spear Goblins Knight Minions
Knight
Skeletons Knight
Skeletons Archers Minions
Skeletons Goblins Spear Goblins Archers Knight Minions
Knight
Skeletons Goblins Spear Goblins Knight Minions
Skeletons
Knight Minions
Skeletons Knight
Bomber Archers
Skeletons Goblins Spear Goblins Bomber Archers Knight Minions
Minions Bomber Archers

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.)

Knight
Knight
Bomber
Spear Goblins Minions
Bomber Archers
Goblins Minions
Knight
Archers
Knight
Minions
Spear Goblins Bomber
Bomber Minions
Bomber Archers
Bomber
Minions
Bomber
Archers
Minions
Bomber
Spear Goblins Archers Minions
Archers
Knight
Bomber
Minions

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