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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Spear Goblins Minions Goblin Hut Wizard

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 Knight Goblin Hut Wizard

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.

Arrows

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.

Spear Goblins Knight Barbarians 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
Spear Goblins Minions Hog Rider
Giant Snowball
Spear Goblins Minions Barbarians Hog Rider Goblin Hut
Zap
Spear Goblins Minions Goblin Hut
Barbarian Barrel
Spear Goblins Knight Barbarians Goblin Hut Wizard
The Log
Spear Goblins Barbarians Hog Rider Goblin Hut
Earthquake
Spear Goblins Barbarians Hog Rider Goblin Hut
Arrows
Spear Goblins Minions Goblin Hut
Royal Delivery
Spear Goblins Knight Minions Barbarians Hog Rider Goblin Hut Wizard
Fireball
Minions Barbarians Hog Rider Goblin Hut Wizard
Poison
Spear Goblins Minions Barbarians Goblin Hut Wizard
Lightning
Knight Goblin Hut Wizard
Rocket
Barbarians Hog Rider Goblin Hut Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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

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 Barbarians Wizard

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 Arrows Knight Minions Hog Rider Barbarians Goblin Hut Wizard

Shortest cycle

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

11 Spear Goblins Arrows Knight Minions

Attack Synergies 6 7

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 Hog Rider Goblin Hut
Arrows
Hog Rider Knight
Knight
Spear Goblins Minions Hog Rider Arrows Goblin Hut Wizard
Minions
Knight Hog Rider
Barbarians
Hog Rider
Hog Rider
Spear Goblins Arrows Knight Minions Barbarians Goblin Hut Wizard
Goblin Hut
Spear Goblins Knight Hog Rider
Wizard
Knight Hog Rider

Defense Synergies 2 10

Spear Goblins
Knight Arrows Minions Barbarians Goblin Hut
Arrows
Spear Goblins Knight Barbarians Goblin Hut
Knight
Spear Goblins Minions Arrows Goblin Hut Wizard
Minions
Knight Spear Goblins
Barbarians
Spear Goblins Arrows
Hog Rider
Goblin Hut
Spear Goblins Arrows Knight Wizard
Wizard
Knight Goblin Hut

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 Goblin Hut Wizard
Barbarians Knight Minions Goblin Hut
Barbarians Goblin Hut Knight Minions
Barbarians Goblin Hut Knight Minions
Arrows Barbarians
Arrows Spear Goblins Minions
Minions Spear Goblins Arrows Goblin Hut Wizard
Arrows Barbarians
Barbarians Minions Goblin Hut
Knight Spear Goblins Barbarians
Minions Barbarians Spear Goblins Arrows Knight Goblin Hut Wizard
Arrows Minions Spear Goblins Goblin Hut Wizard
Barbarians Goblin Hut Knight Minions Wizard
Wizard Arrows Minions Barbarians Goblin Hut
Barbarians Knight Goblin Hut
Barbarians Goblin Hut
Barbarians Wizard Arrows Knight Minions Goblin Hut
Arrows Spear Goblins Knight Minions Barbarians Goblin Hut Wizard
Arrows Wizard Spear Goblins Knight Minions Barbarians Goblin Hut
Barbarians Goblin Hut
Wizard Spear Goblins Arrows Knight Minions Barbarians

Counters to secondary win conditions

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

Knight Barbarians Spear Goblins Goblin Hut
Arrows Knight Wizard
Barbarians Spear Goblins Knight Minions Goblin Hut
Knight Barbarians
Barbarians Knight Goblin Hut
Arrows Wizard Minions Goblin Hut
Spear Goblins Knight Minions Barbarians Goblin Hut
Knight Barbarians
Spear Goblins Knight Minions Barbarians Goblin Hut
Barbarians Goblin Hut
Knight Minions Barbarians Goblin Hut
Arrows Barbarians
Barbarians Knight Wizard
Wizard Barbarians
Barbarians Goblin Hut Spear Goblins Knight Minions
Arrows Minions Barbarians Goblin Hut Wizard

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
Arrows
Arrows Goblin Hut
Arrows Knight Barbarians
Wizard Arrows
Arrows Wizard Spear Goblins Minions
Arrows Wizard
Arrows Wizard
Arrows Wizard
Minions
Arrows Knight Wizard
Arrows Wizard
Knight Goblin Hut
Arrows Minions
Arrows Goblin Hut
Spear Goblins Arrows Goblin Hut Wizard
Arrows Goblin Hut Wizard
Arrows
Minions
Arrows Wizard
Arrows Wizard
Minions
Arrows Wizard
Arrows Barbarians
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Minions Goblin Hut Wizard
Arrows Wizard
Arrows
Arrows Wizard
Spear Goblins Minions Barbarians Goblin Hut
Arrows Wizard
Arrows
Knight Wizard
Arrows Wizard
Arrows
Minions

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: