My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!
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 No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Dragon

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 Elixir Golem Prince Inferno Dragon Mega Knight Skeleton King

Offensive cards

Win conditions

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

Elixir Golem

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 Elixir Golem Prince 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 Elixir Golem Prince Mega Knight Skeleton King

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 Elixir Golem Prince Inferno Dragon Skeleton King
Giant Snowball
Goblin Gang Inferno Dragon Skeleton King
Zap
Goblin Gang Firecracker Prince Inferno Dragon Skeleton King
Barbarian Barrel
Knight Goblin Gang Firecracker Elixir Golem Skeleton King
The Log
Goblin Gang Firecracker Elixir Golem Prince Skeleton King
Earthquake
Goblin Gang Firecracker Elixir Golem Skeleton King
Arrows
Goblin Gang Firecracker Skeleton King
Royal Delivery
Knight Goblin Gang Firecracker Elixir Golem Prince Inferno Dragon Skeleton King
Fireball
Goblin Gang Firecracker Elixir Golem Inferno Dragon Skeleton King
Poison
Goblin Gang Firecracker Elixir Golem Skeleton King
Lightning
Knight Prince Inferno Dragon Skeleton King
Rocket
Prince Inferno Dragon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Mega Knight Skeleton King

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 Elixir Golem Prince Inferno Dragon 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Goblin Gang Firecracker Elixir Golem Inferno Dragon Skeleton King Prince Mega Knight

Shortest cycle

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

12 Knight Goblin Gang Firecracker Elixir Golem

Attack Synergies 5 9

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.

Knight
Goblin Gang Firecracker Prince
Goblin Gang
Knight Firecracker Elixir Golem Prince Skeleton King
Firecracker
Knight Elixir Golem Goblin Gang Prince Inferno Dragon Mega Knight
Elixir Golem
Firecracker Goblin Gang Inferno Dragon
Prince
Mega Knight Knight Goblin Gang Firecracker
Inferno Dragon
Mega Knight Firecracker Elixir Golem
Mega Knight
Prince Inferno Dragon Firecracker
Skeleton King
Goblin Gang

Defense Synergies 2 7

Knight
Goblin Gang Firecracker
Goblin Gang
Knight Firecracker Prince Inferno Dragon
Firecracker
Knight Goblin Gang Prince Mega Knight
Elixir Golem
Prince
Goblin Gang Firecracker
Inferno Dragon
Goblin Gang Mega Knight Skeleton King
Mega Knight
Firecracker Inferno Dragon
Skeleton King
Inferno Dragon

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 Dragon Knight Goblin Gang Firecracker Prince Mega Knight
Goblin Gang Prince Mega Knight Knight Inferno Dragon
Prince Inferno Dragon Knight Goblin Gang Firecracker Mega Knight Skeleton King
Firecracker Prince Mega Knight
Goblin Gang Firecracker Mega Knight
Inferno Dragon Goblin Gang Firecracker
Mega Knight
Inferno Dragon Goblin Gang Prince Skeleton King
Knight Goblin Gang Firecracker Prince Mega Knight
Goblin Gang Knight Firecracker Mega Knight Skeleton King
Inferno Dragon Goblin Gang Firecracker
Prince Mega Knight Knight Goblin Gang
Mega Knight Goblin Gang Firecracker Prince Skeleton King
Inferno Dragon Knight Goblin Gang Prince Mega Knight Skeleton King
Goblin Gang Prince Inferno Dragon Mega Knight
Mega Knight Knight Goblin Gang Firecracker Prince
Mega Knight Knight Goblin Gang Firecracker Prince
Knight Firecracker Inferno Dragon Mega Knight
Prince Inferno Dragon
Goblin Gang Mega Knight Knight Firecracker Prince

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Prince
Knight Goblin Gang Firecracker Prince Inferno Dragon Mega Knight
Goblin Gang Mega Knight Knight Prince
Goblin Gang Prince Mega Knight Knight
Knight Goblin Gang Prince Inferno Dragon Mega Knight
Firecracker Goblin Gang
Goblin Gang Prince Knight
Mega Knight Knight Prince Inferno Dragon
Mega Knight Knight Firecracker Prince Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Mega Knight Knight Prince
Mega Knight Prince
Prince Mega Knight Knight Goblin Gang Skeleton King
Firecracker Mega Knight
Goblin Gang Knight Firecracker Prince Inferno Dragon Skeleton King
Mega Knight Firecracker Inferno Dragon Skeleton King

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 Prince
Firecracker Mega Knight
Firecracker
Firecracker
Firecracker
Firecracker
Goblin Gang Prince
Firecracker Knight Prince
Firecracker
Knight Firecracker
Firecracker
Firecracker Prince
Firecracker
Firecracker Mega Knight
Firecracker Prince Mega Knight
Firecracker Mega Knight
Prince Mega Knight
Prince
Firecracker Mega Knight
Inferno Dragon
Firecracker
Prince Mega Knight
Firecracker
Firecracker
Firecracker
Mega Knight
Firecracker
Prince Mega Knight
Firecracker
Goblin Gang Prince
Firecracker
Knight Goblin Gang Firecracker Prince Mega Knight
Firecracker Skeleton King
Firecracker Prince Mega Knight
Goblin Gang Firecracker Skeleton King
Firecracker
Firecracker Prince Mega Knight
Prince Inferno Dragon
Firecracker Mega Knight

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