My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Bats Hunter

Defensive buildings

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

Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Royal Giant Battle Ram Hunter Cannon Cart Mega Knight

Offensive cards

Win conditions

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

Royal Giant Battle Ram Goblin Drill

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.

Royal Giant Battle Ram Cannon Cart Mega Knight

Pump responses

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

Goblin Drill

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Battle Ram Cannon Cart 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 Drill

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
Skeletons Bats Royal Giant Battle Ram Goblin Drill Cannon Cart
Giant Snowball
Skeletons Bats Battle Ram Goblin Drill
Zap
Skeletons Bats Royal Giant Battle Ram Goblin Drill Cannon Cart
Barbarian Barrel
Skeletons Battle Ram Hunter Goblin Drill Cannon Cart
The Log
Skeletons Royal Giant Battle Ram Hunter Goblin Drill Cannon Cart
Earthquake
Skeletons Goblin Drill
Arrows
Skeletons Bats Goblin Drill
Royal Delivery
Skeletons Bats Battle Ram Hunter Goblin Drill Cannon Cart
Fireball
Battle Ram Hunter Goblin Drill Cannon Cart
Poison
Bats Hunter Goblin Drill
Lightning
Battle Ram Hunter Cannon Cart
Rocket
Hunter Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Hunter 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.

Bats Battle Ram Goblin Drill 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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Battle Ram Hunter Goblin Drill Cannon Cart Royal Giant Mega Knight

Shortest cycle

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

11 Skeletons Bats Battle Ram Hunter

Attack Synergies 3 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.

Skeletons
Bats
Royal Giant Mega Knight Battle Ram Goblin Drill Cannon Cart
Royal Giant
Bats Hunter Cannon Cart
Battle Ram
Bats Hunter
Hunter
Royal Giant Battle Ram Cannon Cart Mega Knight
Goblin Drill
Bats Cannon Cart Mega Knight
Cannon Cart
Bats Royal Giant Hunter Goblin Drill
Mega Knight
Bats Hunter Goblin Drill

Defense Synergies 0 9

Skeletons
Bats Hunter Cannon Cart
Bats
Skeletons Hunter Goblin Drill Cannon Cart Mega Knight
Royal Giant
Battle Ram
Hunter
Skeletons Bats Cannon Cart Mega Knight
Goblin Drill
Bats
Cannon Cart
Skeletons Bats Hunter
Mega Knight
Bats Hunter

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.

Cannon Cart
Hunter Skeletons Bats Goblin Drill Cannon Cart Mega Knight
Hunter Mega Knight Skeletons Bats Goblin Drill Cannon Cart
Hunter Skeletons Bats Goblin Drill Cannon Cart Mega Knight
Mega Knight
Skeletons Bats Hunter Cannon Cart Mega Knight
Bats Hunter
Cannon Cart Mega Knight
Hunter Skeletons Goblin Drill
Skeletons Hunter Cannon Cart Mega Knight
Bats Skeletons Hunter Goblin Drill Cannon Cart Mega Knight
Hunter Bats
Hunter Goblin Drill Mega Knight Skeletons Bats Cannon Cart
Mega Knight Bats Hunter Goblin Drill Cannon Cart
Hunter Goblin Drill Cannon Cart Mega Knight
Hunter Goblin Drill Mega Knight
Mega Knight Skeletons Bats Hunter Goblin Drill Cannon Cart
Mega Knight Bats Hunter Goblin Drill Cannon Cart
Hunter Goblin Drill Bats Cannon Cart Mega Knight
Hunter Goblin Drill Cannon Cart
Mega Knight Bats Hunter Cannon Cart
Hunter

Counters to secondary win conditions

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

Mega Knight Skeletons Cannon Cart
Hunter Cannon Cart Mega Knight
Mega Knight Skeletons Bats Hunter Cannon Cart
Hunter Mega Knight Bats Cannon Cart
Skeletons Hunter Goblin Drill Cannon Cart Mega Knight
Skeletons Bats Hunter
Skeletons Bats Hunter Cannon Cart
Mega Knight Hunter Cannon Cart
Mega Knight Skeletons Bats Cannon Cart
Skeletons Goblin Drill
Mega Knight Bats Hunter Cannon Cart
Mega Knight
Cannon Cart Mega Knight Skeletons Hunter
Cannon Cart Mega Knight
Skeletons Bats Hunter Goblin Drill Cannon Cart
Bats Mega Knight Hunter Cannon Cart

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.)

Goblin Drill
Goblin Drill Cannon Cart
Cannon Cart
Mega Knight
Bats Hunter
Hunter
Bats
Cannon Cart
Hunter Cannon Cart
Cannon Cart
Cannon Cart
Hunter Goblin Drill Cannon Cart
Cannon Cart Mega Knight
Bats
Hunter Mega Knight
Mega Knight
Mega Knight
Goblin Drill Cannon Cart
Hunter Mega Knight
Hunter
Mega Knight
Bats Hunter
Bats
Hunter Mega Knight
Mega Knight
Bats Cannon Cart
Hunter
Hunter Cannon Cart Mega Knight
Cannon Cart Mega Knight
Bats
Bats
Cannon Cart Mega Knight
Cannon Cart
Mega Knight

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