My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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.

Bats Firecracker Electro Giant Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel Electro Giant

Damage spells

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

Arrows Tornado

Punishments

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

Goblin Barrel Electro Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Tornado Electro Giant 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 Arrows Skeleton Army Tornado Electro Giant 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.

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Firecracker Goblin Barrel Skeleton Army Tornado Electro Giant Mega Knight

Shortest cycle

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

11 Bats Arrows Firecracker Goblin Barrel

Attack Synergies 2 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
Mega Knight Firecracker Goblin Barrel
Arrows
Goblin Barrel Mega Knight
Firecracker
Bats Goblin Barrel Tornado Mega Knight
Goblin Barrel
Bats Arrows Firecracker Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
Tornado
Electro Giant Firecracker Mega Knight
Electro Giant
Tornado
Mega Knight
Bats Arrows Firecracker Goblin Barrel Tornado

Defense Synergies 1 8

Bats
Firecracker Mega Knight
Arrows
Mega Knight Tornado
Firecracker
Bats Skeleton Army Tornado Mega Knight
Goblin Barrel
Skeleton Army
Firecracker
Tornado
Arrows Firecracker Electro Giant Mega Knight
Electro Giant
Tornado
Mega Knight
Arrows Bats Firecracker Tornado

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.

Firecracker
Skeleton Army Bats Firecracker Mega Knight
Skeleton Army Tornado Mega Knight Bats
Skeleton Army Bats Firecracker Mega Knight
Arrows Firecracker Skeleton Army Tornado Mega Knight
Arrows Skeleton Army Tornado Bats Firecracker Mega Knight
Bats Tornado Arrows Firecracker
Arrows Electro Giant Mega Knight
Skeleton Army Tornado
Skeleton Army Tornado Firecracker Mega Knight
Bats Skeleton Army Arrows Firecracker Tornado Electro Giant Mega Knight
Arrows Bats Firecracker Tornado
Skeleton Army Mega Knight Bats
Skeleton Army Mega Knight Bats Arrows Firecracker Tornado
Skeleton Army Mega Knight
Skeleton Army Tornado Electro Giant Mega Knight
Mega Knight Bats Arrows Firecracker Skeleton Army Tornado
Arrows Mega Knight Bats Firecracker Skeleton Army Tornado
Arrows Tornado Bats Firecracker Mega Knight
Tornado
Skeleton Army Mega Knight Bats Arrows Firecracker Electro Giant

Counters to secondary win conditions

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

Skeleton Army Mega Knight Electro Giant
Arrows Firecracker Mega Knight
Skeleton Army Mega Knight Bats
Skeleton Army Mega Knight Bats Tornado
Skeleton Army Mega Knight
Arrows Firecracker Electro Giant Bats Tornado
Skeleton Army Bats
Mega Knight Skeleton Army
Mega Knight Bats Firecracker Skeleton Army Tornado
Skeleton Army
Mega Knight Bats
Skeleton Army Mega Knight Arrows Tornado Electro Giant
Skeleton Army Mega Knight
Firecracker Skeleton Army Electro Giant Mega Knight
Skeleton Army Electro Giant Bats Firecracker Tornado
Bats Arrows Mega Knight Firecracker Electro Giant
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 Firecracker
Arrows Firecracker Tornado
Arrows
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Electro Giant Bats Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Bats Tornado
Firecracker Arrows Tornado
Arrows Firecracker Tornado
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Tornado
Bats
Arrows Firecracker Mega Knight
Arrows Firecracker Tornado Electro Giant Mega Knight
Mega Knight
Arrows Tornado
Tornado
Arrows
Arrows Firecracker Tornado Electro Giant Mega Knight
Arrows Firecracker Tornado
Arrows Tornado Mega Knight
Arrows Firecracker Tornado
Bats Arrows Firecracker Tornado Electro Giant
Bats Firecracker Electro Giant
Arrows Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Bats Skeleton Army
Arrows Firecracker Tornado
Arrows
Firecracker Mega Knight
Arrows Firecracker
Arrows Tornado Electro Giant
Firecracker Mega Knight
Electro Giant Bats Firecracker Tornado
Firecracker Bats Tornado
Firecracker Tornado Electro Giant Mega Knight
Firecracker Mega Knight

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