My Best Clash Royale Deck

Deck Check Rating

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

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 Goblin Gang

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 Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

Damage spells

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

Arrows Tornado

Punishments

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

Goblin Gang Royal Giant Goblin Barrel

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.

Goblin Gang Royal Giant Giant Skeleton

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.

Goblin Barrel Giant Skeleton

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 Royal Giant Goblin Barrel Skeleton Army Giant Skeleton
Giant Snowball
Bats Goblin Gang Goblin Barrel Skeleton Army
Zap
Bats Goblin Gang Royal Giant Goblin Barrel Skeleton Army
Barbarian Barrel
Goblin Gang Goblin Barrel Skeleton Army Giant Skeleton
The Log
Goblin Gang Royal Giant Goblin Barrel Skeleton Army Giant Skeleton
Earthquake
Goblin Gang Goblin Barrel Skeleton Army
Arrows
Bats Goblin Gang Goblin Barrel Skeleton Army
Royal Delivery
Bats Goblin Gang Goblin Barrel Skeleton Army Giant Skeleton
Fireball
Goblin Gang Goblin Barrel Skeleton Army
Poison
Bats Goblin Gang Skeleton Army
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado

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.

Bats Arrows Skeleton Army Tornado Giant Skeleton

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 Goblin Barrel Skeleton Army

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 Goblin Barrel

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 Goblin Barrel Skeleton Army Tornado Royal Giant Giant Skeleton

Shortest cycle

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

11 Bats Arrows Goblin Gang Goblin Barrel

Attack Synergies 5 10

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
Royal Giant Giant Skeleton Goblin Barrel
Arrows
Royal Giant Goblin Barrel Giant Skeleton
Goblin Gang
Goblin Barrel Royal Giant Giant Skeleton
Royal Giant
Bats Arrows Goblin Barrel Goblin Gang Tornado Giant Skeleton
Goblin Barrel
Goblin Gang Royal Giant Bats Arrows Skeleton Army Giant Skeleton
Skeleton Army
Goblin Barrel
Tornado
Royal Giant Giant Skeleton
Giant Skeleton
Bats Arrows Goblin Gang Royal Giant Goblin Barrel Tornado

Defense Synergies 0 7

Bats
Giant Skeleton
Arrows
Tornado Giant Skeleton
Goblin Gang
Skeleton Army Giant Skeleton
Royal Giant
Goblin Barrel
Skeleton Army
Goblin Gang Giant Skeleton
Tornado
Arrows Giant Skeleton
Giant Skeleton
Bats Arrows Goblin Gang Skeleton Army Tornado

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.

Skeleton Army Bats Goblin Gang
Goblin Gang Skeleton Army Tornado Bats Giant Skeleton
Skeleton Army Bats Goblin Gang
Arrows Skeleton Army Tornado Giant Skeleton
Arrows Goblin Gang Skeleton Army Tornado Bats
Bats Tornado Arrows Goblin Gang
Arrows Giant Skeleton
Goblin Gang Skeleton Army Tornado
Goblin Gang Skeleton Army Tornado Giant Skeleton
Bats Goblin Gang Skeleton Army Arrows Tornado Giant Skeleton
Arrows Bats Goblin Gang Tornado
Skeleton Army Bats Goblin Gang Giant Skeleton
Skeleton Army Bats Arrows Goblin Gang Tornado
Skeleton Army Goblin Gang
Skeleton Army Tornado Goblin Gang
Bats Arrows Goblin Gang Skeleton Army Tornado
Arrows Bats Goblin Gang Skeleton Army Tornado
Arrows Tornado Bats Giant Skeleton
Tornado
Goblin Gang Skeleton Army Bats Arrows Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Giant Skeleton
Arrows Goblin Gang
Goblin Gang Skeleton Army Giant Skeleton Bats
Goblin Gang Skeleton Army Giant Skeleton Bats Tornado
Giant Skeleton Goblin Gang Skeleton Army
Arrows Bats Goblin Gang Tornado
Goblin Gang Skeleton Army Bats Giant Skeleton
Giant Skeleton Skeleton Army
Giant Skeleton Bats Skeleton Army Tornado
Goblin Gang Skeleton Army
Bats Giant Skeleton
Skeleton Army Arrows Tornado Giant Skeleton
Skeleton Army Giant Skeleton Goblin Gang
Skeleton Army
Goblin Gang Skeleton Army Bats Tornado Giant Skeleton
Bats Arrows Giant Skeleton

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
Arrows Tornado
Arrows Giant Skeleton
Arrows Giant Skeleton
Arrows
Arrows Bats Tornado
Arrows Tornado
Arrows Tornado
Arrows Tornado
Bats Goblin Gang Tornado
Arrows Tornado
Arrows Tornado
Arrows
Arrows
Arrows
Arrows
Arrows Tornado
Bats
Arrows
Arrows Tornado
Giant Skeleton
Arrows Tornado
Tornado
Arrows
Arrows Tornado
Arrows Tornado
Arrows Tornado
Arrows Tornado
Bats Arrows Tornado
Bats
Arrows
Arrows
Giant Skeleton
Arrows
Bats Goblin Gang Skeleton Army
Arrows Tornado
Arrows
Goblin Gang
Arrows
Arrows Tornado Giant Skeleton
Bats Goblin Gang Tornado Giant Skeleton
Bats Tornado
Tornado Giant Skeleton

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