My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Elixir Golem

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Furnace Wizard

Defensive buildings

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

Furnace

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 Furnace Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball

Punishments

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

Goblin Gang Royal Giant Lumberjack 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.

Goblin Gang Royal Giant Lumberjack 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.

Lumberjack

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
Giant Snowball
Bats Goblin Gang Furnace Lumberjack
Zap
Bats Goblin Gang Royal Giant Furnace
Barbarian Barrel
Goblin Gang Furnace Wizard Lumberjack
The Log
Goblin Gang Royal Giant Furnace Lumberjack
Earthquake
Goblin Gang Furnace
Arrows
Bats Goblin Gang Furnace
Royal Delivery
Bats Goblin Gang Wizard Lumberjack
Fireball
Goblin Gang Furnace Wizard Lumberjack
Poison
Bats Goblin Gang Furnace Wizard
Lightning
Furnace Wizard Lumberjack
Rocket
Furnace Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Furnace Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Furnace Wizard 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 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.

Royal Giant 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 Furnace Wizard

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 Goblin Gang Fireball Furnace Lumberjack Wizard Royal Giant Mega Knight

Shortest cycle

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

13 Bats Goblin Gang Fireball Furnace

Attack Synergies 4 8

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 Mega Knight Lumberjack
Goblin Gang
Royal Giant
Royal Giant
Bats Fireball Furnace Goblin Gang Wizard Lumberjack
Fireball
Royal Giant Mega Knight
Furnace
Royal Giant
Wizard
Royal Giant Lumberjack Mega Knight
Lumberjack
Bats Royal Giant Wizard Mega Knight
Mega Knight
Bats Fireball Wizard Lumberjack

Defense Synergies 0 9

Bats
Lumberjack Mega Knight
Goblin Gang
Furnace Lumberjack
Royal Giant
Fireball
Lumberjack Mega Knight
Furnace
Goblin Gang Lumberjack
Wizard
Lumberjack Mega Knight
Lumberjack
Bats Goblin Gang Fireball Furnace Wizard
Mega Knight
Bats Fireball Wizard

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.

Fireball Wizard
Lumberjack Bats Goblin Gang Furnace Mega Knight
Goblin Gang Furnace Lumberjack Mega Knight Bats
Lumberjack Bats Goblin Gang Furnace Mega Knight
Fireball Lumberjack Mega Knight
Goblin Gang Fireball Bats Furnace Lumberjack Mega Knight
Bats Furnace Goblin Gang Fireball Wizard
Fireball Mega Knight
Goblin Gang Furnace Lumberjack
Goblin Gang Lumberjack Mega Knight
Bats Goblin Gang Fireball Furnace Wizard Lumberjack Mega Knight
Bats Goblin Gang Fireball Furnace Wizard
Furnace Lumberjack Mega Knight Bats Goblin Gang Fireball Wizard
Fireball Wizard Mega Knight Bats Goblin Gang Furnace Lumberjack
Goblin Gang Furnace Lumberjack Mega Knight
Goblin Gang Fireball Furnace Lumberjack Mega Knight
Wizard Mega Knight Bats Goblin Gang Fireball Furnace Lumberjack
Fireball Mega Knight Bats Goblin Gang Furnace Wizard Lumberjack
Furnace Wizard Bats Fireball Lumberjack Mega Knight
Lumberjack
Goblin Gang Wizard Mega Knight Bats Fireball Furnace Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Mega Knight Fireball Furnace
Fireball Goblin Gang Wizard Lumberjack Mega Knight
Goblin Gang Lumberjack Mega Knight Bats Furnace
Goblin Gang Lumberjack Mega Knight Bats Fireball
Goblin Gang Lumberjack Mega Knight
Fireball Furnace Wizard Bats Goblin Gang
Goblin Gang Bats Fireball Furnace Lumberjack
Mega Knight Lumberjack
Mega Knight Bats Fireball
Goblin Gang
Mega Knight Bats Lumberjack
Mega Knight Fireball
Mega Knight Goblin Gang Fireball Wizard Lumberjack
Wizard Fireball Furnace Mega Knight
Goblin Gang Bats Fireball Furnace Lumberjack
Bats Mega Knight Fireball Wizard

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
Fireball
Fireball
Fireball
Fireball Wizard Furnace Mega Knight
Fireball Wizard Bats Furnace
Furnace Wizard
Fireball Wizard
Fireball Wizard
Bats Goblin Gang Fireball Lumberjack
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball Furnace
Fireball Furnace Wizard
Fireball Furnace Wizard Mega Knight
Fireball
Bats
Fireball Wizard Mega Knight
Fireball Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Furnace Wizard Mega Knight
Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Bats Fireball Furnace Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Goblin Gang Fireball
Fireball Wizard
Fireball
Fireball Goblin Gang Wizard Lumberjack Mega Knight
Fireball Wizard
Fireball
Mega Knight
Bats Goblin Gang Fireball
Bats Fireball
Fireball Mega Knight

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