My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Goblin Gang Goblin Giant Inferno 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.

Bomber Bats Archers Goblin Giant Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Goblin Giant

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 Goblin 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.

Goblin Gang Goblin Giant 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
Bomber Bats Archers Goblin Gang Inferno Dragon
Giant Snowball
Bomber Bats Archers Goblin Gang Inferno Dragon
Zap
Bomber Bats Archers Goblin Gang Goblin Giant Inferno Dragon
Barbarian Barrel
Bomber Archers Goblin Gang
The Log
Bomber Archers Goblin Gang
Earthquake
Bomber Archers Goblin Gang
Arrows
Bomber Bats Archers Goblin Gang
Royal Delivery
Bomber Bats Archers Goblin Gang Inferno Dragon
Fireball
Bomber Archers Goblin Gang Inferno Dragon
Poison
Bomber Bats Archers Goblin Gang
Lightning
Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows 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 Inferno Dragon 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

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.

Bomber Bats Archers Arrows Goblin Gang Inferno Dragon Goblin Giant Mega Knight

Shortest cycle

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

10 Bomber Bats Archers Arrows

Attack Synergies 2 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.

Bomber
Bats Goblin Giant Mega Knight
Bats
Mega Knight Bomber Goblin Giant Inferno Dragon
Archers
Arrows Goblin Giant Inferno Dragon Mega Knight
Arrows
Archers Goblin Giant Mega Knight
Goblin Gang
Goblin Giant
Goblin Giant
Bomber Bats Archers Arrows Goblin Gang
Inferno Dragon
Mega Knight Bats Archers
Mega Knight
Bats Inferno Dragon Bomber Archers Arrows

Defense Synergies 1 9

Bomber
Bats
Bats
Bomber Goblin Giant Inferno Dragon Mega Knight
Archers
Goblin Gang Goblin Giant Mega Knight
Arrows
Mega Knight
Goblin Gang
Archers Inferno Dragon
Goblin Giant
Bats Archers
Inferno Dragon
Bats Goblin Gang Mega Knight
Mega Knight
Arrows Bats Archers Inferno Dragon

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.

Bomber Goblin Giant
Inferno Dragon Bomber Bats Goblin Gang Mega Knight
Goblin Gang Mega Knight Bomber Bats Archers Inferno Dragon
Inferno Dragon Bomber Bats Goblin Gang Mega Knight
Bomber Arrows Mega Knight
Arrows Goblin Gang Bomber Bats Archers Mega Knight
Bats Inferno Dragon Archers Arrows Goblin Gang
Arrows Goblin Giant Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Bomber Archers Mega Knight
Bats Archers Goblin Gang Bomber Arrows Goblin Giant Mega Knight
Arrows Inferno Dragon Bats Archers Goblin Gang
Mega Knight Bomber Bats Goblin Gang
Bomber Mega Knight Bats Arrows Goblin Gang
Inferno Dragon Goblin Gang Mega Knight
Goblin Gang Inferno Dragon Mega Knight
Mega Knight Bomber Bats Arrows Goblin Gang
Arrows Mega Knight Bomber Bats Archers Goblin Gang
Arrows Bomber Bats Archers Inferno Dragon Mega Knight
Inferno Dragon
Bomber Goblin Gang Mega Knight Bats Archers Arrows Goblin Giant

Counters to secondary win conditions

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

Goblin Gang Mega Knight Archers
Bomber Archers Arrows Goblin Gang Inferno Dragon Mega Knight
Goblin Gang Mega Knight Bats Goblin Giant
Goblin Gang Mega Knight Bats Goblin Giant
Goblin Gang Goblin Giant Inferno Dragon Mega Knight
Arrows Bats Archers Goblin Gang Goblin Giant
Goblin Gang Bats Archers Goblin Giant
Mega Knight Goblin Giant Inferno Dragon
Mega Knight Bats Inferno Dragon
Goblin Gang Goblin Giant Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Arrows Goblin Giant
Mega Knight Goblin Gang Goblin Giant
Bomber Archers Mega Knight
Goblin Gang Bomber Bats Archers Goblin Giant Inferno Dragon
Bats Arrows Mega Knight Bomber Archers Inferno 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
Arrows
Arrows Goblin Giant
Arrows
Bomber Arrows Mega Knight
Arrows Bats Goblin Giant
Bomber Archers Arrows
Arrows
Arrows
Bats Goblin Gang
Arrows
Archers Arrows
Arrows
Arrows
Bomber Arrows
Arrows Mega Knight
Arrows
Bomber Bats
Bomber Archers Arrows Mega Knight
Bomber Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Bomber Mega Knight
Inferno Dragon
Arrows
Arrows Mega Knight
Arrows
Bats Archers Arrows
Bats
Bomber Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Archers Goblin Gang
Archers Arrows
Arrows
Goblin Gang Mega Knight
Arrows Bomber
Arrows
Mega Knight
Bats Goblin Gang
Bats
Goblin Giant Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: