My Best Clash Royale Deck

Deck Check Rating

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

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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Goblin Gang Firecracker Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 Rune Giant Electro Giant Mega Knight

Offensive cards

Win conditions

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

Rune Giant Electro Giant

Damage spells

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

Missing

Punishments

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

Goblin Gang Electro Giant 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 Rune Giant Electro Giant 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

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
Giant Snowball
Goblin Gang
Zap
Goblin Gang Firecracker Inferno Tower
Barbarian Barrel
Knight Goblin Gang Firecracker Inferno Tower
The Log
Goblin Gang Firecracker
Earthquake
Goblin Gang Firecracker Inferno Tower
Arrows
Goblin Gang Firecracker
Royal Delivery
Knight Goblin Gang Firecracker
Fireball
Goblin Gang Firecracker Inferno Tower
Poison
Goblin Gang Firecracker Inferno Tower
Lightning
Knight Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Giant 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.

Knight Inferno Tower Rune Giant Electro Giant 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.

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.

Berserker Knight Goblin Gang Firecracker Rune Giant Inferno Tower Electro Giant Mega Knight

Shortest cycle

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

11 Berserker Knight Goblin Gang Firecracker

Attack Synergies 3 2

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.

Berserker
Rune Giant
Knight
Goblin Gang Firecracker
Goblin Gang
Knight Firecracker
Firecracker
Knight Goblin Gang Mega Knight
Inferno Tower
Rune Giant
Berserker
Electro Giant
Mega Knight
Firecracker

Defense Synergies 4 4

Berserker
Knight
Goblin Gang Firecracker Inferno Tower
Goblin Gang
Knight Inferno Tower Firecracker
Firecracker
Knight Goblin Gang Inferno Tower Mega Knight
Inferno Tower
Knight Goblin Gang Firecracker Mega Knight
Rune Giant
Electro Giant
Mega Knight
Firecracker Inferno Tower

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 Firecracker Inferno Tower
Inferno Tower Knight Goblin Gang Firecracker Mega Knight
Goblin Gang Inferno Tower Mega Knight Knight
Inferno Tower Knight Goblin Gang Firecracker Mega Knight
Firecracker Mega Knight
Goblin Gang Firecracker Mega Knight
Inferno Tower Goblin Gang Firecracker
Inferno Tower Electro Giant Mega Knight
Inferno Tower Goblin Gang
Knight Goblin Gang Firecracker Inferno Tower Mega Knight
Berserker Goblin Gang Knight Firecracker Electro Giant Mega Knight
Inferno Tower Goblin Gang Firecracker
Inferno Tower Mega Knight Knight Goblin Gang
Mega Knight Goblin Gang Firecracker
Inferno Tower Knight Goblin Gang Mega Knight
Inferno Tower Goblin Gang Electro Giant Mega Knight
Mega Knight Knight Goblin Gang Firecracker Inferno Tower
Mega Knight Knight Goblin Gang Firecracker
Knight Firecracker Mega Knight
Inferno Tower
Goblin Gang Mega Knight Knight Firecracker Electro Giant
Inferno Tower

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Inferno Tower Electro Giant
Knight Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Knight Inferno Tower
Goblin Gang Mega Knight Knight Inferno Tower
Inferno Tower Knight Goblin Gang Mega Knight
Firecracker Electro Giant Goblin Gang
Goblin Gang Knight Inferno Tower
Inferno Tower Mega Knight Knight
Mega Knight Knight Firecracker Inferno Tower
Inferno Tower Goblin Gang
Mega Knight Knight Inferno Tower
Mega Knight Electro Giant
Mega Knight Knight Goblin Gang Inferno Tower
Firecracker Electro Giant Mega Knight
Goblin Gang Inferno Tower Electro Giant Knight Firecracker
Mega Knight Firecracker Inferno Tower Electro Giant
Inferno Tower

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.)

Knight Firecracker
Firecracker
Knight Firecracker
Firecracker Mega Knight
Firecracker Electro Giant
Firecracker
Firecracker
Firecracker
Goblin Gang
Firecracker Knight
Firecracker
Knight Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Mega Knight
Firecracker Electro Giant Mega Knight
Mega Knight
Firecracker Electro Giant Mega Knight
Firecracker
Mega Knight
Firecracker
Firecracker Electro Giant
Firecracker Electro Giant
Mega Knight
Firecracker
Mega Knight
Firecracker
Goblin Gang
Firecracker
Knight Goblin Gang Firecracker Mega Knight
Firecracker
Electro Giant
Firecracker Mega Knight
Electro Giant Goblin Gang Firecracker
Firecracker
Firecracker Electro Giant Mega Knight
Firecracker Mega Knight

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