My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

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 Musketeer Goblin Hut

Defensive buildings

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

Goblin Hut

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 Archers Knight Musketeer Battle Ram Goblin Hut

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows

Punishments

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

Battle Ram

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.

Spear Goblins Knight Battle Ram

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 Archers Minions Battle Ram
Giant Snowball
Spear Goblins Archers Minions Musketeer Battle Ram Goblin Hut
Zap
Spear Goblins Archers Minions Battle Ram Goblin Hut
Barbarian Barrel
Spear Goblins Archers Knight Musketeer Battle Ram Goblin Hut
The Log
Spear Goblins Archers Musketeer Battle Ram Goblin Hut
Earthquake
Spear Goblins Archers Goblin Hut
Arrows
Spear Goblins Archers Minions Goblin Hut
Royal Delivery
Spear Goblins Archers Knight Minions Musketeer Battle Ram Goblin Hut
Fireball
Archers Minions Musketeer Battle Ram Goblin Hut
Poison
Spear Goblins Archers Minions Musketeer Goblin Hut
Lightning
Knight Musketeer Battle Ram Goblin Hut
Rocket
Musketeer Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Arrows Knight Battle Ram

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.

Minions Musketeer

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.

Spear Goblins Archers Arrows Knight Minions Musketeer Battle Ram Goblin Hut

Shortest cycle

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

11 Spear Goblins Archers Arrows Knight

Attack Synergies 5 12

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.

Spear Goblins
Knight Battle Ram Goblin Hut
Archers
Knight Arrows Battle Ram Goblin Hut
Arrows
Archers Knight Battle Ram
Knight
Spear Goblins Archers Minions Musketeer Battle Ram Arrows Goblin Hut
Minions
Knight Battle Ram
Musketeer
Knight Battle Ram Goblin Hut
Battle Ram
Knight Spear Goblins Archers Arrows Minions Musketeer Goblin Hut
Goblin Hut
Spear Goblins Archers Knight Musketeer Battle Ram

Defense Synergies 4 12

Spear Goblins
Knight Archers Arrows Minions Musketeer Goblin Hut
Archers
Knight Spear Goblins Minions Goblin Hut
Arrows
Spear Goblins Knight Goblin Hut
Knight
Spear Goblins Archers Minions Musketeer Arrows Goblin Hut
Minions
Knight Spear Goblins Archers Musketeer
Musketeer
Knight Spear Goblins Minions Goblin Hut
Battle Ram
Goblin Hut
Spear Goblins Archers Arrows Knight Musketeer

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 Knight Minions Musketeer Goblin Hut
Knight Minions Musketeer Goblin Hut
Goblin Hut Archers Knight Minions Musketeer
Goblin Hut Knight Minions Musketeer
Arrows
Arrows Spear Goblins Archers Minions Musketeer
Minions Musketeer Spear Goblins Archers Arrows Goblin Hut
Arrows Musketeer
Minions Musketeer Goblin Hut
Knight Spear Goblins Archers Musketeer
Archers Minions Spear Goblins Arrows Knight Musketeer Goblin Hut
Arrows Minions Musketeer Spear Goblins Archers Goblin Hut
Goblin Hut Knight Minions Musketeer
Arrows Minions Goblin Hut
Knight Goblin Hut
Goblin Hut
Arrows Knight Minions Musketeer Goblin Hut
Arrows Spear Goblins Archers Knight Minions Musketeer Goblin Hut
Arrows Spear Goblins Archers Knight Minions Musketeer Goblin Hut
Musketeer Goblin Hut
Spear Goblins Archers Arrows Knight Minions Musketeer

Counters to secondary win conditions

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

Knight Spear Goblins Archers Goblin Hut
Archers Arrows Knight Musketeer
Spear Goblins Knight Minions Musketeer Goblin Hut
Knight Musketeer
Knight Musketeer Goblin Hut
Arrows Archers Minions Musketeer Goblin Hut
Spear Goblins Archers Knight Minions Musketeer Goblin Hut
Knight
Spear Goblins Knight Minions Goblin Hut
Musketeer Goblin Hut
Knight Minions Musketeer Goblin Hut
Arrows
Knight
Archers Musketeer
Goblin Hut Spear Goblins Archers Knight Minions Musketeer
Arrows Minions Archers Musketeer Goblin Hut

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 Musketeer
Arrows Musketeer
Arrows Goblin Hut
Arrows Knight Musketeer
Arrows
Arrows Spear Goblins Minions Musketeer
Archers Arrows Musketeer
Arrows
Arrows
Minions Musketeer
Arrows Knight Musketeer
Archers Arrows Musketeer
Knight Musketeer Goblin Hut
Arrows Minions Musketeer
Arrows Musketeer Goblin Hut
Spear Goblins Arrows Musketeer Goblin Hut
Arrows Musketeer Goblin Hut
Arrows
Minions
Archers Arrows Musketeer
Arrows
Minions Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Archers Arrows Musketeer
Minions Musketeer Goblin Hut
Arrows Musketeer
Arrows
Arrows
Spear Goblins Archers Minions Musketeer Goblin Hut
Archers Arrows Musketeer
Arrows
Knight Musketeer
Arrows Musketeer
Arrows
Musketeer
Minions Musketeer
Musketeer
Musketeer

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