My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Mediocre
Versatility
Bad
F2P score
RIP

2 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

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.

Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Fireball Rage Freeze

Punishments

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

Goblin Gang Goblin Barrel Mega Knight

Pump responses

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

Fireball Goblin Barrel

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.

Goblin Barrel

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
Goblin Gang Goblin Barrel Clone
Giant Snowball
Goblin Gang Goblin Barrel Clone
Zap
Goblin Gang Goblin Barrel Clone
Barbarian Barrel
Goblin Gang Goblin Barrel Clone
The Log
Goblin Gang Goblin Barrel Clone
Earthquake
Goblin Gang Goblin Barrel Clone
Arrows
Goblin Gang Goblin Barrel Clone
Royal Delivery
Goblin Gang Goblin Barrel Clone
Fireball
Goblin Gang Goblin Barrel Clone
Poison
Goblin Gang Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Freeze 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.

Rage Clone Freeze 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 Goblin Barrel

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 Goblin Barrel

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Rage Goblin Gang Goblin Barrel Clone Fireball Freeze Mega Knight

Shortest cycle

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

8 Mirror Rage Goblin Gang Goblin Barrel

Attack Synergies 3 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.

Goblin Gang
Goblin Barrel Mirror Clone
Fireball
Mirror Freeze Mega Knight
Mirror
Fireball Goblin Barrel Goblin Gang Freeze
Rage
Goblin Barrel
Goblin Gang Mirror Clone Mega Knight
Clone
Goblin Gang Goblin Barrel
Freeze
Fireball Mirror
Mega Knight
Fireball Goblin Barrel

Defense Synergies 1 5

Goblin Gang
Mirror
Fireball
Mirror Freeze Mega Knight
Mirror
Fireball Goblin Gang Mega Knight
Rage
Goblin Barrel
Clone
Freeze
Fireball Mega Knight
Mega Knight
Fireball Mirror Freeze

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
Goblin Gang Mega Knight
Goblin Gang Mega Knight Freeze
Goblin Gang Mega Knight
Fireball Mega Knight
Goblin Gang Fireball Freeze Mega Knight
Goblin Gang Fireball Freeze
Fireball Mega Knight
Goblin Gang
Goblin Gang Mega Knight
Goblin Gang Fireball Freeze Mega Knight
Goblin Gang Fireball
Mega Knight Goblin Gang Fireball Freeze
Fireball Mega Knight Goblin Gang Freeze
Goblin Gang Mega Knight
Goblin Gang Fireball Freeze Mega Knight
Mega Knight Goblin Gang Fireball
Fireball Mega Knight Goblin Gang
Freeze Fireball Mega Knight
Goblin Gang Mega Knight Fireball

Counters to secondary win conditions

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

Goblin Gang Mega Knight Fireball
Fireball Goblin Gang Mega Knight
Goblin Gang Mega Knight
Goblin Gang Mega Knight Fireball
Goblin Gang Mega Knight
Fireball Goblin Gang Freeze
Goblin Gang Fireball
Mega Knight
Freeze Mega Knight Fireball
Goblin Gang
Mega Knight
Mega Knight Fireball
Mega Knight Goblin Gang Fireball
Fireball Mega Knight
Goblin Gang Fireball Freeze
Mega Knight Fireball Freeze

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 Freeze
Fireball
Fireball
Fireball Freeze
Fireball Mega Knight
Fireball Freeze
Fireball Freeze
Fireball
Goblin Gang Fireball
Fireball
Fireball
Fireball
Fireball Freeze
Fireball
Fireball
Fireball Mega Knight
Fireball Freeze
Fireball Mega Knight
Fireball Mega Knight
Fireball Mega Knight
Fireball
Fireball
Freeze Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball
Fireball
Fireball Freeze
Fireball
Fireball Mega Knight
Fireball Freeze
Mega Knight
Fireball
Goblin Gang Fireball Freeze
Fireball
Freeze
Fireball
Fireball Goblin Gang Mega Knight
Fireball
Fireball
Mega Knight
Goblin Gang Fireball Freeze
Fireball
Fireball Freeze Mega Knight

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