My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Dart Goblin

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 Mega Knight

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Gang Royal Giant Goblin Barrel Mega Knight

Pump responses

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

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 Royal Giant Dart Goblin 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
Bats Goblin Gang Royal Giant Goblin Barrel Skeleton Army
Giant Snowball
Bats Goblin Gang Dart Goblin Goblin Barrel Skeleton Army
Zap
Bats Goblin Gang Royal Giant Dart Goblin Goblin Barrel Skeleton Army
Barbarian Barrel
Goblin Gang Dart Goblin Goblin Barrel Skeleton Army
The Log
Goblin Gang Royal Giant Dart Goblin Goblin Barrel Skeleton Army
Earthquake
Goblin Gang Goblin Barrel Skeleton Army
Arrows
Bats Goblin Gang Dart Goblin Goblin Barrel Skeleton Army
Royal Delivery
Bats Goblin Gang Dart Goblin Goblin Barrel Skeleton Army
Fireball
Goblin Gang Dart Goblin Goblin Barrel Skeleton Army
Poison
Bats Goblin Gang Dart Goblin Skeleton Army
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mega Knight

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 Skeleton Army 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 Goblin Barrel Skeleton Army

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 Dart Goblin 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Goblin Gang Dart Goblin Goblin Barrel Skeleton Army Royal Giant Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Gang Dart Goblin

Attack Synergies 6 10

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 Zap Goblin Barrel
Zap
Bats Royal Giant Dart Goblin Mega Knight
Goblin Gang
Goblin Barrel Royal Giant Dart Goblin
Royal Giant
Bats Dart Goblin Goblin Barrel Zap Goblin Gang
Dart Goblin
Royal Giant Goblin Barrel Zap Goblin Gang Mega Knight
Goblin Barrel
Goblin Gang Royal Giant Dart Goblin Bats Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
Mega Knight
Bats Zap Dart Goblin Goblin Barrel

Defense Synergies 1 10

Bats
Zap Dart Goblin Mega Knight
Zap
Mega Knight Bats Goblin Gang Dart Goblin Skeleton Army
Goblin Gang
Zap Dart Goblin Skeleton Army
Royal Giant
Dart Goblin
Bats Zap Goblin Gang Skeleton Army Mega Knight
Goblin Barrel
Skeleton Army
Zap Goblin Gang Dart Goblin
Mega Knight
Zap Bats Dart Goblin

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 Dart Goblin
Skeleton Army Bats Zap Goblin Gang Dart Goblin Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Dart Goblin
Skeleton Army Bats Goblin Gang Dart Goblin Mega Knight
Skeleton Army Mega Knight
Goblin Gang Skeleton Army Bats Zap Dart Goblin Mega Knight
Bats Dart Goblin Zap Goblin Gang
Zap Dart Goblin Mega Knight
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Dart Goblin Mega Knight
Bats Goblin Gang Dart Goblin Skeleton Army Zap Mega Knight
Bats Zap Goblin Gang Dart Goblin
Skeleton Army Mega Knight Bats Zap Goblin Gang
Skeleton Army Mega Knight Bats Zap Goblin Gang Dart Goblin
Skeleton Army Goblin Gang Mega Knight
Skeleton Army Zap Goblin Gang Mega Knight
Mega Knight Bats Goblin Gang Skeleton Army
Mega Knight Bats Zap Goblin Gang Dart Goblin Skeleton Army
Zap Bats Dart Goblin Mega Knight
Dart Goblin
Goblin Gang Skeleton Army Mega Knight Bats Dart Goblin

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Zap
Zap Goblin Gang Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Zap
Goblin Gang Skeleton Army Mega Knight Bats Zap
Goblin Gang Skeleton Army Mega Knight
Bats Zap Goblin Gang Dart Goblin
Goblin Gang Skeleton Army Bats Dart Goblin
Mega Knight Skeleton Army
Zap Mega Knight Bats Skeleton Army
Goblin Gang Dart Goblin Skeleton Army
Mega Knight Bats Dart Goblin
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Goblin Gang
Dart Goblin Skeleton Army Mega Knight
Goblin Gang Skeleton Army Bats Zap Dart Goblin
Bats Mega Knight Zap Dart Goblin

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.)

Dart Goblin
Zap Dart Goblin
Dart Goblin
Dart Goblin
Zap Mega Knight
Bats Zap Dart Goblin
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Bats Goblin Gang
Zap Dart Goblin
Zap Dart Goblin
Dart Goblin
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Dart Goblin Mega Knight
Bats
Zap Dart Goblin Mega Knight
Zap Dart Goblin Mega Knight
Mega Knight
Zap
Zap Mega Knight
Zap Dart Goblin
Zap Mega Knight
Zap Dart Goblin
Bats Zap Dart Goblin
Zap Bats Dart Goblin
Zap Dart Goblin Mega Knight
Zap
Mega Knight
Zap Bats Goblin Gang Dart Goblin Skeleton Army
Zap Dart Goblin
Goblin Gang Dart Goblin Mega Knight
Zap Dart Goblin
Zap
Dart Goblin Mega Knight
Zap Bats Goblin Gang Dart Goblin
Bats Zap Dart Goblin
Zap Dart Goblin Mega Knight

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