My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Goblin Gang Firecracker Magic Archer

Defensive buildings

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

Tombstone

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 Tombstone Giant Magic Archer

Offensive cards

Win conditions

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

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 Giant

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.

Knight Goblin Gang Giant Magic Archer

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 Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Magic Archer

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 Tombstone

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.

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 Tombstone Magic Archer Giant

Shortest cycle

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

11 Bats Arrows Knight Goblin Gang

Attack Synergies 5 7

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 Giant Firecracker
Arrows
Giant Knight
Knight
Bats Goblin Gang Firecracker Arrows Magic Archer
Goblin Gang
Knight Firecracker Giant
Firecracker
Knight Bats Goblin Gang Giant
Tombstone
Giant
Bats Arrows Goblin Gang Firecracker Magic Archer
Magic Archer
Knight Giant

Defense Synergies 4 8

Bats
Knight Firecracker
Arrows
Knight Tombstone
Knight
Bats Goblin Gang Firecracker Magic Archer Arrows
Goblin Gang
Knight Firecracker Tombstone Magic Archer
Firecracker
Knight Bats Goblin Gang Tombstone
Tombstone
Arrows Goblin Gang Firecracker Magic Archer
Giant
Magic Archer
Knight Goblin Gang Tombstone

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 Tombstone Magic Archer
Bats Knight Goblin Gang Firecracker Tombstone
Goblin Gang Bats Knight Tombstone
Bats Knight Goblin Gang Firecracker Tombstone
Arrows Firecracker Tombstone
Arrows Goblin Gang Bats Firecracker Magic Archer
Bats Arrows Goblin Gang Firecracker Tombstone Magic Archer
Arrows Magic Archer
Goblin Gang Tombstone
Knight Goblin Gang Firecracker
Bats Goblin Gang Arrows Knight Firecracker Tombstone Magic Archer
Arrows Bats Goblin Gang Firecracker Magic Archer
Tombstone Bats Knight Goblin Gang
Bats Arrows Goblin Gang Firecracker Tombstone Magic Archer
Knight Goblin Gang Tombstone
Goblin Gang
Bats Arrows Knight Goblin Gang Firecracker Tombstone
Arrows Tombstone Bats Knight Goblin Gang Firecracker Magic Archer
Arrows Bats Knight Firecracker Tombstone Magic Archer
Goblin Gang Bats Arrows Knight Firecracker

Counters to secondary win conditions

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

Knight Goblin Gang Tombstone
Arrows Knight Goblin Gang Firecracker Magic Archer
Goblin Gang Tombstone Bats Knight
Goblin Gang Bats Knight
Knight Goblin Gang Tombstone
Arrows Firecracker Bats Goblin Gang Magic Archer
Goblin Gang Bats Knight Tombstone
Knight
Bats Knight Firecracker Tombstone Magic Archer
Goblin Gang Tombstone
Bats Knight Tombstone
Arrows
Knight Goblin Gang Tombstone
Firecracker Magic Archer
Goblin Gang Tombstone Bats Knight Firecracker Magic Archer
Bats Arrows Firecracker Magic Archer

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.)

Magic Archer Arrows Knight Firecracker
Arrows Firecracker Magic Archer
Arrows Magic Archer
Arrows Knight Firecracker
Arrows Firecracker Magic Archer
Arrows Firecracker Bats Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker
Bats Goblin Gang
Firecracker Arrows Knight Magic Archer
Arrows Firecracker Magic Archer
Knight Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Magic Archer Arrows Firecracker
Arrows
Bats
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Magic Archer
Arrows
Arrows
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Magic Archer
Arrows Firecracker Magic Archer
Bats Arrows Firecracker Magic Archer
Bats Firecracker
Arrows Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Bats Goblin Gang Tombstone Magic Archer
Arrows Firecracker Magic Archer
Arrows
Knight Goblin Gang Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows
Firecracker
Bats Goblin Gang Firecracker Magic Archer
Firecracker Bats Magic Archer
Firecracker Magic Archer

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