My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Little Prince

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 Royal Giant Giant Skeleton Fisherman Little Prince

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.

Zap Arrows

Punishments

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

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.

Goblins Royal Giant Giant Skeleton

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.

Giant Skeleton

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 Royal Giant Giant Skeleton Fisherman
Giant Snowball
Goblins Bats Fisherman Little Prince
Zap
Goblins Bats Royal Giant Fisherman Little Prince
Barbarian Barrel
Goblins Giant Skeleton Little Prince
The Log
Goblins Royal Giant Giant Skeleton Fisherman Little Prince
Earthquake
Arrows
Goblins Bats Little Prince
Royal Delivery
Goblins Bats Giant Skeleton Fisherman Little Prince
Fireball
Fisherman Little Prince
Poison
Bats Fisherman Little Prince
Lightning
Fisherman Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Giant Skeleton

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.

Goblins

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Zap Arrows Fisherman Little Prince Royal Giant Giant Skeleton

Shortest cycle

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

9 Goblins Bats Zap Arrows

Attack Synergies 5 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.

Goblins
Zap Royal Giant
Bats
Royal Giant Giant Skeleton Zap Fisherman
Zap
Arrows Goblins Bats Royal Giant Giant Skeleton Fisherman Little Prince
Arrows
Zap Royal Giant Giant Skeleton
Royal Giant
Bats Arrows Fisherman Goblins Zap Giant Skeleton
Giant Skeleton
Bats Zap Arrows Royal Giant Fisherman
Fisherman
Royal Giant Bats Zap Giant Skeleton
Little Prince
Zap

Defense Synergies 0 14

Goblins
Zap Giant Skeleton Fisherman Little Prince
Bats
Zap Giant Skeleton Fisherman
Zap
Goblins Bats Arrows Giant Skeleton Fisherman Little Prince
Arrows
Zap Giant Skeleton Little Prince
Royal Giant
Giant Skeleton
Goblins Bats Zap Arrows Little Prince
Fisherman
Goblins Bats Zap
Little Prince
Goblins Zap Arrows Giant Skeleton

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.

Zap
Goblins Bats Zap Fisherman
Fisherman Goblins Bats Giant Skeleton
Goblins Bats Fisherman
Arrows Giant Skeleton
Arrows Goblins Bats Zap
Bats Zap Arrows Little Prince
Zap Arrows Giant Skeleton
Goblins Fisherman
Goblins Giant Skeleton Fisherman Little Prince
Goblins Bats Zap Arrows Giant Skeleton Fisherman
Arrows Bats Zap
Bats Zap Giant Skeleton
Goblins Bats Zap Arrows
Zap Fisherman
Goblins Bats Arrows Fisherman
Arrows Goblins Bats Zap Fisherman Little Prince
Zap Arrows Bats Giant Skeleton Fisherman Little Prince
Fisherman
Goblins Bats Arrows Giant Skeleton Fisherman Little Prince

Counters to secondary win conditions

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

Goblins Zap Giant Skeleton Fisherman
Zap Arrows Fisherman
Giant Skeleton Goblins Bats Zap Fisherman
Giant Skeleton Bats Zap Fisherman
Giant Skeleton Fisherman
Arrows Bats Zap
Goblins Bats Giant Skeleton
Giant Skeleton Fisherman
Zap Giant Skeleton Goblins Bats
Bats Giant Skeleton
Zap Arrows Giant Skeleton
Giant Skeleton
Goblins Bats Zap Giant Skeleton Fisherman Little Prince
Bats Arrows Zap Giant Skeleton

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.)

Arrows Giant Skeleton
Arrows Zap Fisherman
Arrows Giant Skeleton
Arrows Giant Skeleton
Zap Arrows
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap Fisherman
Goblins Bats Fisherman
Zap Arrows Fisherman
Zap Arrows
Fisherman
Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows
Arrows
Arrows
Bats Fisherman
Zap Arrows Fisherman
Zap Arrows Little Prince
Giant Skeleton
Arrows
Fisherman
Zap Arrows
Zap Arrows Little Prince
Fisherman
Arrows Zap Fisherman
Zap Arrows Fisherman
Zap Arrows Fisherman
Bats Zap Arrows Little Prince
Zap Bats
Zap Arrows
Zap Arrows
Giant Skeleton
Arrows
Zap Bats
Zap Arrows
Arrows
Arrows Zap
Zap Arrows Giant Skeleton
Zap Bats Giant Skeleton
Bats Zap
Zap Giant Skeleton Little Prince

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