My Best Clash Royale Deck

Deck Check Rating

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

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Goblin Gang Firecracker

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.

Knight Firecracker Mega Knight Goblinstein

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows

Punishments

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

Goblin Gang Hog Rider Mega Knight

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.

Knight Goblin Gang Hog Rider 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.

Firecracker Hog Rider

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
Minions Goblin Gang Hog Rider
Giant Snowball
Minions Goblin Gang Hog Rider
Zap
Minions Goblin Gang Firecracker
Barbarian Barrel
Knight Goblin Gang Firecracker
The Log
Goblin Gang Firecracker Hog Rider
Earthquake
Goblin Gang Firecracker Hog Rider
Arrows
Minions Goblin Gang Firecracker
Royal Delivery
Knight Minions Goblin Gang Firecracker Hog Rider
Fireball
Minions Goblin Gang Firecracker Hog Rider
Poison
Minions Goblin Gang Firecracker
Lightning
Knight Goblinstein
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Arrows Knight Mega Knight

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.

Minions Goblin Gang

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.

Arrows Knight Minions Goblin Gang Firecracker Hog Rider Goblinstein Mega Knight

Shortest cycle

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

12 Arrows Knight Minions Goblin Gang

Attack Synergies 9 6

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.

Arrows
Hog Rider Knight Mega Knight
Knight
Minions Goblin Gang Firecracker Hog Rider Arrows
Minions
Knight Hog Rider Mega Knight Firecracker
Goblin Gang
Knight Hog Rider Firecracker
Firecracker
Knight Hog Rider Minions Goblin Gang Mega Knight
Hog Rider
Arrows Knight Minions Goblin Gang Firecracker Mega Knight
Mega Knight
Minions Arrows Firecracker Hog Rider
Goblinstein

Defense Synergies 4 5

Arrows
Mega Knight Knight
Knight
Minions Goblin Gang Firecracker Arrows
Minions
Knight Firecracker Mega Knight
Goblin Gang
Knight Firecracker
Firecracker
Knight Minions Goblin Gang Mega Knight
Hog Rider
Mega Knight
Arrows Minions Firecracker
Goblinstein

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.

Knight Minions Firecracker
Knight Minions Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Knight Minions
Knight Minions Goblin Gang Firecracker Mega Knight
Arrows Firecracker Mega Knight
Arrows Goblin Gang Minions Firecracker Mega Knight
Minions Arrows Goblin Gang Firecracker
Arrows Mega Knight
Minions Goblin Gang
Knight Goblin Gang Firecracker Mega Knight
Minions Goblin Gang Arrows Knight Firecracker Mega Knight
Arrows Minions Goblin Gang Firecracker
Mega Knight Knight Minions Goblin Gang
Mega Knight Arrows Minions Goblin Gang Firecracker
Knight Goblin Gang Mega Knight
Goblin Gang Mega Knight
Mega Knight Arrows Knight Minions Goblin Gang Firecracker
Arrows Mega Knight Knight Minions Goblin Gang Firecracker
Arrows Knight Minions Firecracker Mega Knight
Goblin Gang Mega Knight Arrows Knight Minions Firecracker

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight
Arrows Knight Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Knight Minions
Goblin Gang Mega Knight Knight
Knight Goblin Gang Mega Knight
Arrows Firecracker Minions Goblin Gang
Goblin Gang Knight Minions
Mega Knight Knight
Mega Knight Knight Minions Firecracker
Goblin Gang
Mega Knight Knight Minions
Mega Knight Arrows
Mega Knight Knight Goblin Gang
Firecracker Mega Knight
Goblin Gang Knight Minions Firecracker
Arrows Minions Mega Knight Firecracker
Arrows

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 Knight Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Minions
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Minions Goblin Gang
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker
Arrows Minions Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Minions
Arrows Firecracker Mega Knight
Arrows Firecracker Mega Knight
Minions Mega Knight
Arrows
Arrows
Arrows Firecracker Mega Knight
Arrows Firecracker
Arrows Mega Knight
Arrows Firecracker
Arrows Firecracker
Minions Firecracker
Arrows Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Minions Goblin Gang
Arrows Firecracker
Arrows
Knight Goblin Gang Firecracker Mega Knight
Arrows Firecracker
Arrows
Firecracker Mega Knight
Minions Goblin Gang Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Mega Knight

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