My Best Clash Royale Deck

Deck Check Rating

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

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 Goblin Gang Furnace Goblin Giant Electro Wizard

Defensive buildings

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

Furnace

Investments

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

Bats Furnace Goblin Giant Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel Goblin Giant

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 Goblin Barrel Goblin 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.

Goblin Gang Goblin 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.

Goblin Barrel Electro Wizard

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 Gang Goblin Barrel
Giant Snowball
Bats Goblin Gang Furnace Goblin Barrel
Zap
Bats Goblin Gang Furnace Goblin Barrel Goblin Giant
Barbarian Barrel
Goblin Gang Furnace Goblin Barrel Electro Wizard
The Log
Goblin Gang Furnace Goblin Barrel
Earthquake
Goblin Gang Furnace Goblin Barrel
Arrows
Bats Goblin Gang Furnace Goblin Barrel
Royal Delivery
Bats Goblin Gang Goblin Barrel Electro Wizard
Fireball
Goblin Gang Furnace Goblin Barrel Electro Wizard
Poison
Bats Goblin Gang Furnace Electro Wizard
Lightning
Furnace Electro Wizard
Rocket
Furnace

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace 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 Arrows 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

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 Furnace Goblin Barrel Electro Wizard

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.

Bats Arrows Goblin Gang Goblin Barrel Furnace Electro Wizard Goblin Giant Mega Knight

Shortest cycle

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

11 Bats Arrows Goblin Gang Goblin Barrel

Attack Synergies 2 12

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 Goblin Barrel Goblin Giant
Arrows
Goblin Barrel Goblin Giant Mega Knight
Goblin Gang
Goblin Barrel Goblin Giant
Furnace
Goblin Barrel Goblin Giant
Goblin Barrel
Goblin Gang Bats Arrows Furnace Goblin Giant Mega Knight
Goblin Giant
Bats Arrows Goblin Gang Furnace Goblin Barrel Electro Wizard
Electro Wizard
Goblin Giant Mega Knight
Mega Knight
Bats Arrows Goblin Barrel Electro Wizard

Defense Synergies 1 9

Bats
Goblin Giant Electro Wizard Mega Knight
Arrows
Mega Knight Furnace
Goblin Gang
Furnace Electro Wizard
Furnace
Arrows Goblin Gang Electro Wizard
Goblin Barrel
Goblin Giant
Bats Electro Wizard
Electro Wizard
Bats Goblin Gang Furnace Goblin Giant Mega Knight
Mega Knight
Arrows Bats Electro Wizard

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.

Goblin Giant Electro Wizard
Bats Goblin Gang Furnace Electro Wizard Mega Knight
Goblin Gang Furnace Mega Knight Bats Electro Wizard
Bats Goblin Gang Furnace Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Goblin Gang Bats Furnace Electro Wizard Mega Knight
Bats Furnace Electro Wizard Arrows Goblin Gang
Arrows Goblin Giant Electro Wizard Mega Knight
Goblin Gang Furnace
Goblin Gang Electro Wizard Mega Knight
Bats Goblin Gang Electro Wizard Arrows Furnace Goblin Giant Mega Knight
Arrows Bats Goblin Gang Furnace Electro Wizard
Furnace Mega Knight Bats Goblin Gang Electro Wizard
Mega Knight Bats Arrows Goblin Gang Furnace Electro Wizard
Goblin Gang Furnace Electro Wizard Mega Knight
Goblin Gang Furnace Electro Wizard Mega Knight
Mega Knight Bats Arrows Goblin Gang Furnace Electro Wizard
Arrows Mega Knight Bats Goblin Gang Furnace Electro Wizard
Arrows Furnace Bats Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Mega Knight Bats Arrows Furnace Goblin Giant Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Furnace Electro Wizard
Electro Wizard Arrows Goblin Gang Mega Knight
Goblin Gang Mega Knight Bats Furnace Goblin Giant Electro Wizard
Goblin Gang Mega Knight Bats Goblin Giant Electro Wizard
Goblin Gang Goblin Giant Mega Knight
Arrows Furnace Bats Goblin Gang Goblin Giant Electro Wizard
Goblin Gang Bats Furnace Goblin Giant Electro Wizard
Mega Knight Goblin Giant
Electro Wizard Mega Knight Bats
Goblin Gang Goblin Giant
Mega Knight Bats
Mega Knight Arrows Goblin Giant Electro Wizard
Mega Knight Goblin Gang Goblin Giant
Furnace Mega Knight
Goblin Gang Electro Wizard Bats Furnace Goblin Giant
Bats Arrows Mega Knight Electro Wizard
Arrows Furnace Electro Wizard

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
Arrows Electro Wizard
Arrows Goblin Giant
Arrows
Arrows Furnace Mega Knight
Arrows Bats Furnace Goblin Giant
Arrows Furnace
Arrows
Arrows
Bats Goblin Gang Electro Wizard
Arrows Electro Wizard
Arrows
Arrows
Arrows Furnace
Arrows Furnace
Arrows Furnace Mega Knight
Arrows
Bats
Arrows Electro Wizard Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Furnace Mega Knight
Arrows Electro Wizard
Arrows Mega Knight
Arrows
Bats Arrows Furnace Electro Wizard
Electro Wizard Bats
Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Bats Goblin Gang
Arrows Electro Wizard
Arrows
Goblin Gang Electro Wizard Mega Knight
Arrows
Arrows
Mega Knight
Bats Goblin Gang Electro Wizard
Bats Electro Wizard
Goblin Giant Electro Wizard Mega Knight
Mega Knight

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