My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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 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 Bats Goblin Gang Three Musketeers

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 Battle Ram Three Musketeers Mega Knight

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

Rocket

Punishments

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

Goblin Gang Battle Ram Mega Knight

Pump responses

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

Rocket

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 Heal Spirit Battle Ram Mega Knight

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 Battle Ram Three Musketeers
Giant Snowball
Spear Goblins Bats Goblin Gang Battle Ram Three Musketeers
Zap
Spear Goblins Bats Goblin Gang Battle Ram Three Musketeers
Barbarian Barrel
Spear Goblins Goblin Gang Heal Spirit Battle Ram Three Musketeers
The Log
Spear Goblins Goblin Gang Heal Spirit Battle Ram Three Musketeers
Earthquake
Spear Goblins Goblin Gang
Arrows
Spear Goblins Bats Goblin Gang Heal Spirit
Royal Delivery
Spear Goblins Bats Goblin Gang Heal Spirit Battle Ram Three Musketeers
Fireball
Goblin Gang Battle Ram Three Musketeers
Poison
Spear Goblins Bats Goblin Gang Three Musketeers
Lightning
Battle Ram Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Heal Spirit Battle Ram Rocket Mega 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.

Goblin Gang Heal Spirit Three Musketeers

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.

Heal Spirit Spear Goblins Bats Goblin Gang Battle Ram Rocket Mega Knight Three Musketeers

Shortest cycle

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

8 Heal Spirit Spear Goblins Bats Goblin Gang

Attack Synergies 1 11

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 Gang Heal Spirit Battle Ram Mega Knight
Bats
Mega Knight Battle Ram
Goblin Gang
Spear Goblins Battle Ram Three Musketeers
Heal Spirit
Spear Goblins Battle Ram Three Musketeers Mega Knight
Battle Ram
Spear Goblins Bats Goblin Gang Heal Spirit Three Musketeers
Rocket
Three Musketeers
Goblin Gang Heal Spirit Battle Ram
Mega Knight
Bats Spear Goblins Heal Spirit

Defense Synergies 0 4

Spear Goblins
Bats Goblin Gang Mega Knight
Bats
Spear Goblins Mega Knight
Goblin Gang
Spear Goblins
Heal Spirit
Battle Ram
Rocket
Three Musketeers
Mega Knight
Spear Goblins Bats

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
Bats Goblin Gang Three Musketeers Mega Knight
Goblin Gang Rocket Three Musketeers Mega Knight Bats
Three Musketeers Bats Goblin Gang Mega Knight
Rocket Mega Knight
Goblin Gang Spear Goblins Bats Mega Knight
Bats Rocket Three Musketeers Spear Goblins Goblin Gang
Rocket Mega Knight
Three Musketeers Goblin Gang
Goblin Gang Spear Goblins Mega Knight
Bats Goblin Gang Spear Goblins Mega Knight
Three Musketeers Spear Goblins Bats Goblin Gang
Mega Knight Bats Goblin Gang Rocket Three Musketeers
Rocket Three Musketeers Mega Knight Bats Goblin Gang
Goblin Gang Three Musketeers Mega Knight
Rocket Goblin Gang Three Musketeers Mega Knight
Three Musketeers Mega Knight Bats Goblin Gang
Mega Knight Spear Goblins Bats Goblin Gang Three Musketeers
Spear Goblins Bats Mega Knight
Three Musketeers
Goblin Gang Mega Knight Spear Goblins Bats

Counters to secondary win conditions

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

Goblin Gang Mega Knight Spear Goblins
Goblin Gang Rocket Mega Knight
Goblin Gang Mega Knight Spear Goblins Bats Rocket
Goblin Gang Rocket Mega Knight Bats
Goblin Gang Three Musketeers Mega Knight
Rocket Bats Goblin Gang Three Musketeers
Goblin Gang Rocket Spear Goblins Bats
Mega Knight
Rocket Mega Knight Spear Goblins Bats
Goblin Gang Three Musketeers
Mega Knight Bats
Rocket Mega Knight
Rocket Mega Knight Goblin Gang Three Musketeers
Three Musketeers Mega Knight
Goblin Gang Spear Goblins Bats Rocket Three Musketeers
Bats Mega Knight

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.)

Rocket
Rocket
Rocket
Rocket Mega Knight
Spear Goblins Bats Rocket
Rocket Bats Goblin Gang Three Musketeers
Rocket
Rocket
Rocket Three Musketeers
Rocket
Rocket Spear Goblins Three Musketeers
Rocket Three Musketeers Mega Knight
Rocket Three Musketeers
Bats Rocket
Rocket Three Musketeers Mega Knight
Rocket Mega Knight
Rocket Mega Knight
Rocket
Rocket
Rocket
Mega Knight
Mega Knight
Rocket
Bats
Rocket Bats
Rocket Mega Knight
Rocket
Mega Knight
Rocket
Spear Goblins Bats Goblin Gang Rocket
Rocket Three Musketeers
Goblin Gang Rocket Three Musketeers Mega Knight
Rocket
Three Musketeers Mega Knight
Bats Goblin Gang Rocket
Bats Rocket
Rocket Mega Knight

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