My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Baby 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.

Bats Baby Dragon Mega Knight Lava Hound

Offensive cards

Win conditions

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

Goblin Barrel Lava Hound

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.

Elite Barbarians Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Elite Barbarians Baby Dragon Mega Knight Lava Hound

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.

Elite Barbarians 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
Bats Elite Barbarians Goblin Barrel Guards Lava Hound
Giant Snowball
Bats Goblin Barrel Guards Baby Dragon Lava Hound
Zap
Bats Goblin Barrel Guards Lava Hound
Barbarian Barrel
Elite Barbarians Goblin Barrel Guards
The Log
Elite Barbarians Goblin Barrel Guards
Earthquake
Goblin Barrel Guards
Arrows
Bats Goblin Barrel Guards Lava Hound
Royal Delivery
Bats Elite Barbarians Goblin Barrel Guards Baby Dragon Lava Hound
Fireball
Elite Barbarians Goblin Barrel Baby Dragon Lava Hound
Poison
Bats Guards Lava Hound
Lightning
Elite Barbarians Baby Dragon
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon 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 Guards Baby Dragon 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.

Elite Barbarians 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.

Goblin Barrel Lava Hound

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.

Bats Arrows Goblin Barrel Guards Baby Dragon Elite Barbarians Mega Knight Lava Hound

Shortest cycle

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

11 Bats Arrows Goblin Barrel Guards

Attack Synergies 5 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.

Bats
Mega Knight Lava Hound Elite Barbarians Goblin Barrel Baby Dragon
Arrows
Elite Barbarians Lava Hound Goblin Barrel Mega Knight
Elite Barbarians
Arrows Bats Mega Knight
Goblin Barrel
Bats Arrows Guards Baby Dragon Mega Knight Lava Hound
Guards
Goblin Barrel Lava Hound
Baby Dragon
Lava Hound Bats Goblin Barrel Mega Knight
Mega Knight
Bats Arrows Elite Barbarians Goblin Barrel Baby Dragon
Lava Hound
Bats Arrows Baby Dragon Goblin Barrel Guards

Defense Synergies 1 5

Bats
Baby Dragon Mega Knight
Arrows
Mega Knight
Elite Barbarians
Mega Knight
Goblin Barrel
Guards
Baby Dragon
Baby Dragon
Bats Guards Mega Knight
Mega Knight
Arrows Bats Elite Barbarians Baby Dragon
Lava Hound

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.

Baby Dragon
Elite Barbarians Bats Mega Knight
Mega Knight Bats Elite Barbarians
Elite Barbarians Bats Guards Mega Knight
Arrows Elite Barbarians Mega Knight
Arrows Bats Guards Baby Dragon Mega Knight
Bats Arrows Baby Dragon
Arrows Baby Dragon Mega Knight
Elite Barbarians
Elite Barbarians Guards Mega Knight
Bats Guards Arrows Baby Dragon Mega Knight
Arrows Bats Baby Dragon
Mega Knight Bats Elite Barbarians Guards
Mega Knight Bats Arrows Guards Baby Dragon
Elite Barbarians Mega Knight
Elite Barbarians Mega Knight
Mega Knight Bats Arrows Elite Barbarians
Arrows Mega Knight Bats Elite Barbarians Guards Baby Dragon
Arrows Baby Dragon Bats Guards Mega Knight
Elite Barbarians
Mega Knight Bats Arrows Elite Barbarians Guards Baby Dragon

Counters to secondary win conditions

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

Guards Mega Knight Elite Barbarians
Arrows Elite Barbarians Baby Dragon Mega Knight
Guards Mega Knight Bats Elite Barbarians
Guards Mega Knight Bats Elite Barbarians
Elite Barbarians Guards Mega Knight
Arrows Bats Baby Dragon
Guards Bats Elite Barbarians
Mega Knight Elite Barbarians
Mega Knight Bats Elite Barbarians Baby Dragon
Guards
Mega Knight Bats Elite Barbarians Guards
Mega Knight Arrows Elite Barbarians Guards
Elite Barbarians Mega Knight Guards
Baby Dragon Mega Knight
Elite Barbarians Guards Bats Baby Dragon
Bats Arrows Mega Knight Elite Barbarians Baby 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 Guards Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Guards
Arrows Baby Dragon Mega Knight
Arrows Bats Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bats Elite Barbarians Guards
Arrows
Arrows Baby Dragon
Elite Barbarians Baby Dragon
Arrows Baby Dragon
Arrows Elite Barbarians Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Mega Knight
Arrows
Bats
Arrows Baby Dragon Mega Knight
Arrows Baby Dragon Mega Knight
Baby Dragon Mega Knight
Arrows
Arrows Baby Dragon
Arrows Baby Dragon Mega Knight
Arrows Baby Dragon
Arrows Baby Dragon Mega Knight
Arrows Baby Dragon
Elite Barbarians Bats Arrows Baby Dragon
Bats Guards
Elite Barbarians
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Guards
Arrows Baby Dragon
Arrows
Baby Dragon Mega Knight
Arrows Baby Dragon
Arrows
Elite Barbarians Mega Knight
Bats Elite Barbarians Guards Baby Dragon
Bats
Baby Dragon Mega Knight

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