My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Great!

3 warnings Why?

Missing cards in your collection

Royal Ghost Magic Archer

Deck tips

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

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 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 Archers 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 Archers Goblin Hut Wizard

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Fireball Rocket

Punishments

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

Goblin Barrel

Pump responses

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

Fireball Rocket Goblin Barrel

Dropped at the bridge

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

Spear Goblins Barbarians

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.

Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Rocket

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 Rocket

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.

Fireball Goblin Barrel

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.

Barbarians Fireball Wizard Goblin Barrel

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Archers Goblin Barrel Fireball Barbarians Goblin Hut Wizard Rocket

Shortest cycle

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

12 Spear Goblins Archers Goblin Barrel Fireball

Attack Synergies 1 3

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
Goblin Barrel Goblin Hut
Archers
Goblin Hut
Barbarians
Fireball
Goblin Hut
Spear Goblins Archers Goblin Barrel
Wizard
Rocket
Goblin Barrel
Spear Goblins Goblin Hut

Defense Synergies 0 6

Spear Goblins
Archers Barbarians Goblin Hut
Archers
Spear Goblins Goblin Hut
Barbarians
Spear Goblins
Fireball
Goblin Hut
Goblin Hut
Spear Goblins Archers Fireball Wizard
Wizard
Goblin Hut
Rocket
Goblin Barrel

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.

Rocket Spear Goblins Fireball Goblin Hut Wizard
Barbarians Goblin Hut
Barbarians Goblin Hut Rocket Archers
Barbarians Goblin Hut
Barbarians Fireball Rocket
Fireball Spear Goblins Archers
Rocket Spear Goblins Archers Fireball Goblin Hut Wizard
Rocket Barbarians Fireball
Barbarians Goblin Hut
Spear Goblins Archers Barbarians
Archers Barbarians Spear Goblins Fireball Goblin Hut Wizard
Spear Goblins Archers Fireball Goblin Hut Wizard
Barbarians Goblin Hut Fireball Wizard Rocket
Fireball Wizard Rocket Barbarians Goblin Hut
Barbarians Goblin Hut
Barbarians Rocket Fireball Goblin Hut
Barbarians Wizard Fireball Goblin Hut
Fireball Spear Goblins Archers Barbarians Goblin Hut Wizard
Wizard Spear Goblins Archers Barbarians Fireball Goblin Hut
Barbarians Goblin Hut
Wizard Spear Goblins Archers Barbarians Fireball

Counters to secondary win conditions

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

Barbarians Spear Goblins Archers Fireball Goblin Hut
Fireball Archers Wizard Rocket
Barbarians Spear Goblins Goblin Hut Rocket
Rocket Barbarians Fireball
Barbarians Goblin Hut
Fireball Wizard Rocket Archers Goblin Hut
Rocket Spear Goblins Archers Barbarians Fireball Goblin Hut
Barbarians
Rocket Spear Goblins Barbarians Fireball Goblin Hut
Barbarians Goblin Hut
Barbarians Goblin Hut
Rocket Barbarians Fireball
Barbarians Rocket Fireball Wizard
Wizard Archers Barbarians Fireball
Barbarians Goblin Hut Spear Goblins Archers Fireball Rocket
Archers Barbarians Fireball 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.)

Fireball Rocket
Fireball
Rocket Fireball Goblin Hut
Barbarians Fireball Rocket
Fireball Wizard Rocket
Fireball Wizard Spear Goblins Rocket
Archers Wizard
Fireball Wizard
Fireball Wizard
Rocket Fireball
Rocket Fireball Wizard
Fireball Archers Wizard Rocket
Rocket Fireball Goblin Hut
Fireball Rocket
Fireball Goblin Hut
Rocket Spear Goblins Fireball Goblin Hut Wizard
Fireball Goblin Hut Wizard Rocket
Fireball Rocket
Rocket
Rocket Archers Fireball Wizard
Rocket Fireball Wizard
Rocket Fireball
Rocket Fireball Wizard
Rocket
Rocket Barbarians Fireball
Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball Rocket
Archers Fireball Wizard
Rocket Fireball Goblin Hut Wizard
Fireball
Fireball Wizard Rocket
Rocket Fireball
Rocket Fireball Wizard
Spear Goblins Archers Barbarians Fireball Goblin Hut Rocket
Fireball Rocket Archers Wizard
Fireball
Fireball Wizard Rocket
Fireball Wizard
Rocket Fireball
Fireball Rocket
Fireball Rocket
Fireball Rocket

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