My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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 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 Firecracker Goblin Hut Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

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 Goblin Hut Night Witch Mega Knight

Offensive cards

Win conditions

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

Miner

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 Miner Mega Knight

Pump responses

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

Miner

Dropped at the bridge

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

Goblin Gang 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 Miner

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 Miner Night Witch
Giant Snowball
Bats Goblin Gang Goblin Hut Miner Night Witch
Zap
Bats Goblin Gang Firecracker Goblin Hut Night Witch
Barbarian Barrel
Goblin Gang Firecracker Goblin Hut Night Witch
The Log
Goblin Gang Firecracker Goblin Hut
Earthquake
Goblin Gang Firecracker Goblin Hut
Arrows
Bats Goblin Gang Firecracker Goblin Hut Night Witch
Royal Delivery
Bats Goblin Gang Firecracker Goblin Hut Miner Night Witch
Fireball
Goblin Gang Firecracker Goblin Hut Night Witch
Poison
Bats Goblin Gang Firecracker Goblin Hut Night Witch
Lightning
Goblin Hut Night Witch
Rocket
Goblin Hut Night Witch

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 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 Miner Night Witch 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.

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 Miner Night Witch Goblin Hut Mega Knight

Shortest cycle

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

11 Bats Arrows Goblin Gang Firecracker

Attack Synergies 4 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
Miner Mega Knight Firecracker
Arrows
Miner Night Witch Mega Knight
Goblin Gang
Miner Firecracker Goblin Hut
Firecracker
Miner Bats Goblin Gang Goblin Hut Mega Knight
Goblin Hut
Goblin Gang Firecracker Miner Mega Knight
Miner
Bats Goblin Gang Firecracker Arrows Goblin Hut Mega Knight
Night Witch
Arrows Mega Knight
Mega Knight
Bats Arrows Firecracker Goblin Hut Miner Night Witch

Defense Synergies 1 11

Bats
Firecracker Mega Knight
Arrows
Mega Knight Goblin Hut
Goblin Gang
Firecracker Goblin Hut Miner
Firecracker
Bats Goblin Gang Goblin Hut Night Witch Mega Knight
Goblin Hut
Arrows Goblin Gang Firecracker
Miner
Goblin Gang Mega Knight
Night Witch
Firecracker Mega Knight
Mega Knight
Arrows Bats Firecracker Miner Night Witch

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 Goblin Hut
Bats Goblin Gang Firecracker Goblin Hut Night Witch Mega Knight
Goblin Gang Goblin Hut Mega Knight Bats Night Witch
Goblin Hut Night Witch Bats Goblin Gang Firecracker Mega Knight
Arrows Firecracker Mega Knight
Arrows Goblin Gang Bats Firecracker Night Witch Mega Knight
Bats Arrows Goblin Gang Firecracker Goblin Hut Night Witch
Arrows Mega Knight
Goblin Gang Goblin Hut Night Witch
Goblin Gang Firecracker Miner Night Witch Mega Knight
Bats Goblin Gang Arrows Firecracker Goblin Hut Night Witch Mega Knight
Arrows Bats Goblin Gang Firecracker Goblin Hut Night Witch
Goblin Hut Night Witch Mega Knight Bats Goblin Gang
Mega Knight Bats Arrows Goblin Gang Firecracker Goblin Hut Night Witch
Goblin Gang Goblin Hut Mega Knight
Goblin Gang Goblin Hut Mega Knight
Mega Knight Bats Arrows Goblin Gang Firecracker Goblin Hut Night Witch
Arrows Mega Knight Bats Goblin Gang Firecracker Goblin Hut Night Witch
Arrows Bats Firecracker Goblin Hut Mega Knight
Goblin Hut
Goblin Gang Mega Knight Bats Arrows Firecracker Night Witch

Counters to secondary win conditions

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

Goblin Gang Mega Knight Goblin Hut
Arrows Goblin Gang Firecracker Miner Mega Knight
Goblin Gang Mega Knight Bats Goblin Hut
Goblin Gang Mega Knight Bats Night Witch
Goblin Gang Goblin Hut Night Witch Mega Knight
Arrows Firecracker Bats Goblin Gang Goblin Hut
Goblin Gang Bats Goblin Hut Night Witch
Mega Knight
Mega Knight Bats Firecracker Goblin Hut
Goblin Gang Goblin Hut
Mega Knight Bats Goblin Hut
Mega Knight Arrows
Mega Knight Goblin Gang Night Witch
Firecracker Mega Knight
Goblin Gang Goblin Hut Bats Firecracker Night Witch
Bats Arrows Mega Knight Firecracker Goblin Hut

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
Arrows Firecracker Miner
Arrows Goblin Hut Miner
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker
Arrows Miner Firecracker
Bats Goblin Gang Night Witch
Firecracker Miner Arrows
Arrows Firecracker
Firecracker Goblin Hut Miner
Arrows Firecracker
Arrows Firecracker Goblin Hut
Arrows Firecracker Goblin Hut
Arrows Firecracker Goblin Hut Mega Knight
Arrows
Bats Night Witch
Arrows Firecracker Mega Knight
Arrows Firecracker Miner Mega Knight
Night Witch Mega Knight
Arrows
Arrows
Arrows Firecracker Mega Knight
Arrows Firecracker Miner
Arrows Miner Mega Knight
Miner Arrows Firecracker
Bats Arrows Firecracker Night Witch
Bats Firecracker Goblin Hut
Night Witch
Arrows Miner Night Witch Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Bats Goblin Gang Goblin Hut Night Witch
Arrows Firecracker
Arrows
Miner Goblin Gang Firecracker Mega Knight
Arrows Firecracker
Arrows
Firecracker Mega Knight
Bats Goblin Gang Firecracker
Firecracker Bats
Firecracker Miner Mega Knight

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