My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Firecracker Electro Wizard

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.

Bats Firecracker Battle Ram Royal Ghost Electro Wizard Mega Knight

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.

Goblin Gang Battle Ram Royal Ghost Mega Knight

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.

Goblin Gang Battle Ram Royal Ghost Mega Knight

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.

Firecracker Royal Ghost Electro Wizard

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
Bats Goblin Gang Battle Ram
Giant Snowball
Bats Goblin Gang Battle Ram
Zap
Bats Goblin Gang Firecracker Battle Ram
Barbarian Barrel
Goblin Gang Firecracker Battle Ram Royal Ghost Electro Wizard
The Log
Goblin Gang Firecracker Battle Ram
Earthquake
Goblin Gang Firecracker
Arrows
Bats Goblin Gang Firecracker
Royal Delivery
Bats Goblin Gang Firecracker Battle Ram Royal Ghost Electro Wizard
Fireball
Goblin Gang Firecracker Battle Ram Electro Wizard
Poison
Bats Goblin Gang Firecracker Electro Wizard
Lightning
Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Royal Ghost Mega Knight

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.

Bats Arrows Battle Ram Royal Ghost 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 Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Gang Firecracker Royal Ghost Battle Ram Electro Wizard Mega Knight

Shortest cycle

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

11 Bats Arrows Goblin Gang Firecracker

Attack Synergies 1 14

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.

Bats
Mega Knight Firecracker Battle Ram
Arrows
Battle Ram Mega Knight
Goblin Gang
Firecracker Battle Ram Royal Ghost
Firecracker
Bats Goblin Gang Battle Ram Mega Knight
Battle Ram
Bats Arrows Goblin Gang Firecracker Royal Ghost Electro Wizard
Royal Ghost
Goblin Gang Battle Ram Electro Wizard Mega Knight
Electro Wizard
Battle Ram Royal Ghost Mega Knight
Mega Knight
Bats Arrows Firecracker Royal Ghost Electro Wizard

Defense Synergies 1 10

Bats
Firecracker Electro Wizard Mega Knight
Arrows
Mega Knight
Goblin Gang
Firecracker Electro Wizard
Firecracker
Bats Goblin Gang Electro Wizard Mega Knight
Battle Ram
Royal Ghost
Electro Wizard Mega Knight
Electro Wizard
Bats Goblin Gang Firecracker Royal Ghost Mega Knight
Mega Knight
Arrows Bats Firecracker Royal Ghost Electro Wizard

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.

Firecracker Electro Wizard
Bats Goblin Gang Firecracker Electro Wizard Mega Knight
Goblin Gang Mega Knight Bats Electro Wizard
Bats Goblin Gang Firecracker Electro Wizard Mega Knight
Arrows Firecracker Mega Knight
Arrows Goblin Gang Bats Firecracker Royal Ghost Electro Wizard Mega Knight
Bats Electro Wizard Arrows Goblin Gang Firecracker
Arrows Electro Wizard Mega Knight
Goblin Gang
Goblin Gang Firecracker Royal Ghost Electro Wizard Mega Knight
Bats Goblin Gang Electro Wizard Arrows Firecracker Royal Ghost Mega Knight
Arrows Bats Goblin Gang Firecracker Electro Wizard
Mega Knight Bats Goblin Gang Electro Wizard
Mega Knight Bats Arrows Goblin Gang Firecracker Royal Ghost Electro Wizard
Goblin Gang Electro Wizard Mega Knight
Goblin Gang Electro Wizard Mega Knight
Mega Knight Bats Arrows Goblin Gang Firecracker Electro Wizard
Arrows Mega Knight Bats Goblin Gang Firecracker Royal Ghost Electro Wizard
Arrows Bats Firecracker Royal Ghost Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Royal Ghost Mega Knight Bats Arrows Firecracker Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Royal Ghost Electro Wizard
Electro Wizard Arrows Goblin Gang Firecracker Royal Ghost Mega Knight
Goblin Gang Mega Knight Bats Electro Wizard
Goblin Gang Mega Knight Bats Electro Wizard
Goblin Gang Mega Knight
Arrows Firecracker Bats Goblin Gang Electro Wizard
Goblin Gang Bats Electro Wizard
Mega Knight
Electro Wizard Mega Knight Bats Firecracker
Goblin Gang
Mega Knight Bats
Mega Knight Arrows Electro Wizard
Mega Knight Goblin Gang
Firecracker Mega Knight
Goblin Gang Electro Wizard Bats Firecracker
Bats Arrows Mega Knight Firecracker Royal Ghost Electro 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 Firecracker Royal Ghost
Arrows Firecracker Royal Ghost Electro Wizard
Arrows
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats Goblin Gang Electro Wizard
Firecracker Arrows Electro Wizard
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Bats
Arrows Firecracker Electro Wizard Mega Knight
Arrows Firecracker Mega Knight
Mega Knight
Arrows
Arrows
Arrows Firecracker Mega Knight
Arrows Firecracker Royal Ghost Electro Wizard
Arrows Mega Knight
Arrows Firecracker
Bats Arrows Firecracker Electro Wizard
Electro Wizard Bats Firecracker
Arrows Mega Knight
Arrows Firecracker Electro Wizard
Mega Knight
Arrows Firecracker
Electro Wizard Bats Goblin Gang
Arrows Firecracker Electro Wizard
Arrows
Goblin Gang Firecracker Electro Wizard Mega Knight
Arrows Firecracker
Arrows
Firecracker Mega Knight
Bats Goblin Gang Firecracker Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Royal Ghost Electro Wizard Mega Knight

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