My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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.

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!
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!

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 Bats Goblin Gang Inferno Dragon

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 Giant Skeleton Royal Ghost Inferno Dragon

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.

Zap Arrows

Punishments

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

Goblin Gang Royal Ghost

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 Goblin Gang Giant Skeleton Royal Ghost

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.

Giant Skeleton Royal Ghost

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 Giant Skeleton Inferno Dragon
Giant Snowball
Spear Goblins Bats Goblin Gang Inferno Dragon
Zap
Spear Goblins Bats Goblin Gang Inferno Dragon
Barbarian Barrel
Spear Goblins Goblin Gang Giant Skeleton Royal Ghost
The Log
Spear Goblins Goblin Gang Giant Skeleton
Earthquake
Spear Goblins Goblin Gang
Arrows
Spear Goblins Bats Goblin Gang
Royal Delivery
Spear Goblins Bats Goblin Gang Giant Skeleton Royal Ghost Inferno Dragon
Fireball
Goblin Gang Inferno Dragon
Poison
Spear Goblins Bats Goblin Gang
Lightning
Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Royal Ghost

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 Bats Arrows Giant Skeleton Royal Ghost Inferno Dragon

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.

Goblin Gang

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bats Zap Arrows Goblin Gang Royal Ghost Inferno Dragon Giant Skeleton

Shortest cycle

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

9 Spear Goblins Bats Zap Arrows

Attack Synergies 2 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
Zap Goblin Gang Giant Skeleton Royal Ghost Inferno Dragon
Bats
Giant Skeleton Zap Inferno Dragon
Zap
Arrows Spear Goblins Bats Giant Skeleton Royal Ghost
Arrows
Zap Giant Skeleton
Goblin Gang
Spear Goblins Giant Skeleton Royal Ghost
Giant Skeleton
Bats Spear Goblins Zap Arrows Goblin Gang
Royal Ghost
Spear Goblins Zap Goblin Gang
Inferno Dragon
Spear Goblins Bats

Defense Synergies 0 18

Spear Goblins
Bats Zap Arrows Goblin Gang Giant Skeleton Royal Ghost Inferno Dragon
Bats
Spear Goblins Zap Giant Skeleton Inferno Dragon
Zap
Spear Goblins Bats Arrows Goblin Gang Giant Skeleton Royal Ghost Inferno Dragon
Arrows
Spear Goblins Zap Giant Skeleton
Goblin Gang
Spear Goblins Zap Giant Skeleton Inferno Dragon
Giant Skeleton
Spear Goblins Bats Zap Arrows Goblin Gang
Royal Ghost
Spear Goblins Zap
Inferno Dragon
Spear Goblins Bats Zap Goblin Gang

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 Zap
Inferno Dragon Bats Zap Goblin Gang
Goblin Gang Bats Giant Skeleton Inferno Dragon
Inferno Dragon Bats Goblin Gang
Arrows Giant Skeleton
Arrows Goblin Gang Spear Goblins Bats Zap Royal Ghost
Bats Inferno Dragon Spear Goblins Zap Arrows Goblin Gang
Zap Arrows Giant Skeleton
Inferno Dragon Goblin Gang
Goblin Gang Spear Goblins Giant Skeleton Royal Ghost
Bats Goblin Gang Spear Goblins Zap Arrows Giant Skeleton Royal Ghost
Arrows Inferno Dragon Spear Goblins Bats Zap Goblin Gang
Bats Zap Goblin Gang Giant Skeleton
Bats Zap Arrows Goblin Gang Royal Ghost
Inferno Dragon Goblin Gang
Zap Goblin Gang Inferno Dragon
Bats Arrows Goblin Gang
Arrows Spear Goblins Bats Zap Goblin Gang Royal Ghost
Zap Arrows Spear Goblins Bats Giant Skeleton Royal Ghost Inferno Dragon
Inferno Dragon
Goblin Gang Royal Ghost Spear Goblins Bats Arrows Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Spear Goblins Zap Giant Skeleton Royal Ghost
Zap Arrows Goblin Gang Royal Ghost Inferno Dragon
Goblin Gang Giant Skeleton Spear Goblins Bats Zap
Goblin Gang Giant Skeleton Bats Zap
Giant Skeleton Goblin Gang Inferno Dragon
Arrows Bats Zap Goblin Gang
Goblin Gang Spear Goblins Bats Giant Skeleton
Giant Skeleton Inferno Dragon
Zap Giant Skeleton Spear Goblins Bats Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Bats Giant Skeleton
Zap Arrows Giant Skeleton
Giant Skeleton Goblin Gang
Goblin Gang Spear Goblins Bats Zap Giant Skeleton Inferno Dragon
Bats Arrows Zap Giant Skeleton Royal Ghost Inferno Dragon

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 Giant Skeleton Royal Ghost
Arrows Zap Royal Ghost
Arrows Giant Skeleton
Arrows Giant Skeleton
Zap Arrows
Arrows Spear Goblins Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Goblin Gang
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Spear Goblins Zap Arrows
Arrows
Arrows
Bats
Zap Arrows
Zap Arrows
Giant Skeleton
Arrows
Zap Arrows
Zap Arrows
Inferno Dragon
Arrows Zap Royal Ghost
Zap Arrows
Zap Arrows
Bats Zap Arrows
Zap Bats
Zap Arrows
Zap Arrows
Giant Skeleton
Arrows
Zap Spear Goblins Bats Goblin Gang
Zap Arrows
Arrows
Goblin Gang
Arrows Zap
Zap Arrows Giant Skeleton
Zap Bats Goblin Gang Giant Skeleton
Bats Zap
Zap Giant Skeleton Royal Ghost

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