My Best Clash Royale Deck

Deck Check Rating

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

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

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.

Skeletons Bats Archers Royal Giant Lava Hound

Offensive cards

Win conditions

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

Royal Giant Lava Hound

Damage spells

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

Giant Snowball

Punishments

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

Goblin Gang Royal 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.

Goblin Gang Royal Giant Heal Spirit Lava Hound

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
Skeletons Bats Archers Goblin Gang Royal Giant Lava Hound
Giant Snowball
Skeletons Bats Archers Goblin Gang Lava Hound
Zap
Skeletons Bats Archers Goblin Gang Royal Giant Lava Hound
Barbarian Barrel
Skeletons Archers Goblin Gang Heal Spirit
The Log
Skeletons Archers Goblin Gang Royal Giant Heal Spirit
Earthquake
Skeletons Archers Goblin Gang
Arrows
Skeletons Bats Archers Goblin Gang Heal Spirit Lava Hound
Royal Delivery
Skeletons Bats Archers Goblin Gang Heal Spirit Lava Hound
Fireball
Archers Goblin Gang Lava Hound
Poison
Bats Archers Goblin Gang Lava Hound
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Heal Spirit

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

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 Heal Spirit Lava Hound

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Heal Spirit Bats Giant Snowball Archers Goblin Gang Royal Giant Lava Hound

Shortest cycle

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

6 Skeletons Heal Spirit Bats Giant Snowball

Attack Synergies 3 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.

Skeletons
Bats
Royal Giant Lava Hound
Giant Snowball
Archers Royal Giant Lava Hound
Archers
Giant Snowball Royal Giant Heal Spirit Lava Hound
Goblin Gang
Royal Giant Lava Hound
Royal Giant
Bats Heal Spirit Giant Snowball Archers Goblin Gang
Heal Spirit
Royal Giant Archers
Lava Hound
Bats Giant Snowball Archers Goblin Gang

Defense Synergies 1 6

Skeletons
Bats Giant Snowball Archers
Bats
Skeletons Giant Snowball
Giant Snowball
Goblin Gang Skeletons Bats Archers
Archers
Skeletons Giant Snowball Goblin Gang
Goblin Gang
Giant Snowball Archers
Royal Giant
Heal Spirit
Lava Hound

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.

Skeletons Bats Goblin Gang
Goblin Gang Skeletons Bats Giant Snowball Archers
Skeletons Bats Goblin Gang
Goblin Gang Skeletons Bats Giant Snowball Archers
Bats Giant Snowball Archers Goblin Gang
Skeletons Goblin Gang
Goblin Gang Skeletons Giant Snowball Archers
Bats Archers Goblin Gang Skeletons Giant Snowball
Bats Giant Snowball Archers Goblin Gang
Skeletons Bats Giant Snowball Goblin Gang
Bats Giant Snowball Goblin Gang
Goblin Gang
Giant Snowball Goblin Gang
Skeletons Bats Goblin Gang
Bats Giant Snowball Archers Goblin Gang
Giant Snowball Bats Archers
Goblin Gang Bats Giant Snowball Archers

Counters to secondary win conditions

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

Goblin Gang Skeletons Giant Snowball Archers
Giant Snowball Archers Goblin Gang
Goblin Gang Skeletons Bats
Goblin Gang Bats
Skeletons Goblin Gang
Skeletons Bats Giant Snowball Archers Goblin Gang
Goblin Gang Skeletons Bats Archers
Skeletons Bats Giant Snowball
Skeletons Goblin Gang
Bats
Giant Snowball
Skeletons Goblin Gang
Archers
Goblin Gang Skeletons Bats Archers
Bats Giant Snowball Archers

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.)

Giant Snowball
Giant Snowball
Bats Giant Snowball
Archers
Giant Snowball
Giant Snowball
Bats Giant Snowball Goblin Gang
Giant Snowball Archers
Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball
Bats
Giant Snowball Archers
Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball
Bats Giant Snowball Archers
Bats Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball
Bats Archers Goblin Gang
Giant Snowball Archers
Goblin Gang
Giant Snowball
Giant Snowball
Bats Giant Snowball Goblin Gang
Bats Giant Snowball
Giant Snowball

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