My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Little Prince

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 Royal Giant Fisherman Mega Knight Little Prince

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Barbarian Barrel

Punishments

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

Royal Giant 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.

Goblins Royal Giant Barbarian Barrel 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
Bats Royal Giant Fisherman
Giant Snowball
Goblins Bats Fisherman Little Prince
Zap
Goblins Bats Royal Giant Fisherman Little Prince
Barbarian Barrel
Goblins Little Prince
The Log
Goblins Royal Giant Fisherman Little Prince
Earthquake
Arrows
Goblins Bats Little Prince
Royal Delivery
Goblins Bats Fisherman Little Prince
Fireball
Fisherman Little Prince
Poison
Bats Fisherman Little Prince
Lightning
Fisherman Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Barbarian Barrel 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 Mega Knight

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.

Royal Giant

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.

Goblins

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Barbarian Barrel Arrows Fisherman Little Prince Royal Giant Mega Knight

Shortest cycle

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

9 Goblins Bats Barbarian Barrel Arrows

Attack Synergies 5 6

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.

Goblins
Royal Giant
Bats
Royal Giant Mega Knight Barbarian Barrel Fisherman
Arrows
Royal Giant Mega Knight
Royal Giant
Bats Arrows Barbarian Barrel Fisherman Goblins
Barbarian Barrel
Royal Giant Bats Mega Knight
Fisherman
Royal Giant Bats Mega Knight
Mega Knight
Bats Arrows Barbarian Barrel Fisherman
Little Prince

Defense Synergies 1 11

Goblins
Barbarian Barrel Fisherman Little Prince
Bats
Barbarian Barrel Fisherman Mega Knight
Arrows
Mega Knight Barbarian Barrel Little Prince
Royal Giant
Barbarian Barrel
Goblins Bats Arrows Mega Knight Little Prince
Fisherman
Goblins Bats Mega Knight
Mega Knight
Arrows Bats Barbarian Barrel Fisherman
Little Prince
Goblins Arrows Barbarian 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.

Barbarian Barrel
Goblins Bats Fisherman Mega Knight
Fisherman Mega Knight Goblins Bats
Goblins Bats Fisherman Mega Knight
Arrows Barbarian Barrel Mega Knight
Arrows Barbarian Barrel Goblins Bats Mega Knight
Bats Arrows Little Prince
Arrows Barbarian Barrel Mega Knight
Goblins Fisherman
Goblins Barbarian Barrel Fisherman Mega Knight Little Prince
Goblins Bats Arrows Barbarian Barrel Fisherman Mega Knight
Arrows Bats
Mega Knight Bats
Mega Knight Goblins Bats Arrows Barbarian Barrel
Mega Knight
Fisherman Mega Knight
Mega Knight Goblins Bats Arrows Fisherman
Arrows Mega Knight Goblins Bats Barbarian Barrel Fisherman Little Prince
Arrows Barbarian Barrel Bats Fisherman Mega Knight Little Prince
Fisherman
Mega Knight Goblins Bats Arrows Barbarian Barrel Fisherman Little Prince

Counters to secondary win conditions

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

Mega Knight Goblins Barbarian Barrel Fisherman
Arrows Barbarian Barrel Fisherman Mega Knight
Mega Knight Goblins Bats Fisherman
Mega Knight Bats Barbarian Barrel Fisherman
Fisherman Mega Knight
Arrows Bats
Goblins Bats
Mega Knight Fisherman
Mega Knight Goblins Bats Barbarian Barrel
Mega Knight Bats
Mega Knight Arrows
Mega Knight
Mega Knight
Goblins Bats Barbarian Barrel Fisherman Little Prince
Bats Arrows Mega Knight Barbarian Barrel
Arrows

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 Barbarian Barrel
Arrows Barbarian Barrel Fisherman
Arrows Barbarian Barrel
Arrows Barbarian Barrel
Arrows Barbarian Barrel Mega Knight
Arrows Bats
Arrows
Arrows Barbarian Barrel
Arrows Fisherman
Goblins Bats Fisherman
Arrows Barbarian Barrel Fisherman
Arrows
Barbarian Barrel Fisherman
Arrows Barbarian Barrel Fisherman
Arrows Barbarian Barrel Fisherman
Arrows Barbarian Barrel
Arrows Barbarian Barrel Mega Knight
Arrows Barbarian Barrel
Bats Fisherman
Arrows Barbarian Barrel Fisherman Mega Knight
Arrows Barbarian Barrel Mega Knight Little Prince
Mega Knight
Arrows
Fisherman
Arrows Barbarian Barrel
Arrows Barbarian Barrel Mega Knight Little Prince
Fisherman
Arrows Barbarian Barrel Fisherman
Arrows Fisherman Mega Knight
Arrows Barbarian Barrel Fisherman
Bats Arrows Little Prince
Bats
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Barbarian Barrel
Arrows
Arrows Barbarian Barrel
Mega Knight
Arrows
Arrows
Mega Knight
Bats
Bats
Barbarian Barrel Mega Knight Little Prince

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