My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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

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 Knight Firecracker Elixir Golem Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Gang Elixir Golem Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Goblin Gang Elixir Golem 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

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 Elixir Golem
Giant Snowball
Bats Goblin Gang
Zap
Bats Goblin Gang Firecracker
Barbarian Barrel
Knight Goblin Gang Firecracker Elixir Golem
The Log
Goblin Gang Firecracker Elixir Golem
Earthquake
Goblin Gang Firecracker Elixir Golem
Arrows
Bats Goblin Gang Firecracker
Royal Delivery
Bats Knight Goblin Gang Firecracker Elixir Golem
Fireball
Goblin Gang Firecracker Elixir Golem
Poison
Bats Goblin Gang Firecracker Elixir Golem
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Fireball 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 Knight Elixir Golem 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.

Fireball

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 Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Goblin Gang Firecracker Elixir Golem Fireball Mega Knight

Shortest cycle

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

11 Bats Arrows Knight Goblin Gang

Attack Synergies 6 11

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
Knight Mega Knight Firecracker Elixir Golem
Arrows
Fireball Knight Elixir Golem Mega Knight
Knight
Bats Goblin Gang Firecracker Arrows Fireball
Goblin Gang
Knight Firecracker Elixir Golem
Firecracker
Knight Elixir Golem Bats Goblin Gang Mega Knight
Elixir Golem
Firecracker Bats Arrows Goblin Gang Fireball
Fireball
Arrows Knight Elixir Golem Mega Knight
Mega Knight
Bats Arrows Firecracker Fireball

Defense Synergies 4 8

Bats
Knight Firecracker Mega Knight
Arrows
Mega Knight Knight Fireball
Knight
Bats Goblin Gang Firecracker Arrows Fireball
Goblin Gang
Knight Firecracker
Firecracker
Knight Bats Goblin Gang Mega Knight
Elixir Golem
Fireball
Arrows Knight Mega Knight
Mega Knight
Arrows Bats Firecracker Fireball

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.

Knight Firecracker Fireball
Bats Knight Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Bats Knight
Bats Knight Goblin Gang Firecracker Mega Knight
Arrows Firecracker Fireball Mega Knight
Arrows Goblin Gang Fireball Bats Firecracker Mega Knight
Bats Arrows Goblin Gang Firecracker Fireball
Arrows Fireball Mega Knight
Goblin Gang
Knight Goblin Gang Firecracker Mega Knight
Bats Goblin Gang Arrows Knight Firecracker Fireball Mega Knight
Arrows Bats Goblin Gang Firecracker Fireball
Mega Knight Bats Knight Goblin Gang Fireball
Fireball Mega Knight Bats Arrows Goblin Gang Firecracker
Knight Goblin Gang Mega Knight
Goblin Gang Fireball Mega Knight
Mega Knight Bats Arrows Knight Goblin Gang Firecracker Fireball
Arrows Fireball Mega Knight Bats Knight Goblin Gang Firecracker
Arrows Bats Knight Firecracker Fireball Mega Knight
Goblin Gang Mega Knight Bats Arrows Knight Firecracker Fireball

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Fireball
Fireball Arrows Knight Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Bats Knight
Goblin Gang Mega Knight Bats Knight Fireball
Knight Goblin Gang Mega Knight
Arrows Firecracker Fireball Bats Goblin Gang
Goblin Gang Bats Knight Fireball
Mega Knight Knight
Mega Knight Bats Knight Firecracker Fireball
Goblin Gang
Mega Knight Bats Knight
Mega Knight Arrows Fireball
Mega Knight Knight Goblin Gang Fireball
Firecracker Fireball Mega Knight
Goblin Gang Bats Knight Firecracker Fireball
Bats Arrows Mega Knight Firecracker Fireball

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.)

Fireball Arrows Knight Firecracker
Arrows Firecracker Fireball
Arrows Fireball
Arrows Knight Firecracker Fireball
Fireball Arrows Firecracker Mega Knight
Arrows Firecracker Fireball Bats
Arrows Firecracker
Arrows Fireball Firecracker
Arrows Fireball Firecracker
Bats Goblin Gang Fireball
Firecracker Arrows Knight Fireball
Fireball Arrows Firecracker
Knight Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball Mega Knight
Arrows Fireball
Bats
Arrows Firecracker Fireball Mega Knight
Arrows Firecracker Fireball Mega Knight
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Arrows Firecracker Fireball Mega Knight
Arrows Firecracker Fireball
Fireball Arrows Mega Knight
Fireball Arrows Firecracker
Bats Arrows Firecracker Fireball
Bats Firecracker Fireball
Fireball
Arrows Fireball Mega Knight
Arrows Firecracker Fireball
Mega Knight
Arrows Firecracker Fireball
Bats Goblin Gang Fireball
Fireball Arrows Firecracker
Arrows Fireball
Fireball Knight Goblin Gang Firecracker Mega Knight
Arrows Firecracker Fireball
Arrows Fireball
Firecracker Mega Knight
Bats Goblin Gang Firecracker Fireball
Firecracker Bats Fireball
Firecracker Fireball Mega Knight

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