My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 Rascals

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.

Firecracker Rascals Electro Giant Mega Knight Mighty Miner

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Fireball

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.

Fireball

Dropped at the bridge

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

Goblin Gang Rascals Electro Giant Mega Knight Mighty Miner

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 Mighty Miner

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 Mighty Miner
Giant Snowball
Goblin Gang Mighty Miner
Zap
Goblin Gang Firecracker Mighty Miner
Barbarian Barrel
Goblin Gang Firecracker Rascals
The Log
Goblin Gang Firecracker Rascals
Earthquake
Goblin Gang Firecracker
Arrows
Goblin Gang Firecracker Rascals
Royal Delivery
Goblin Gang Firecracker Rascals
Fireball
Goblin Gang Firecracker Rascals Mighty Miner
Poison
Goblin Gang Firecracker Rascals
Lightning
Mighty Miner
Rocket
Rascals Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Fireball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Fireball 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.

Electro Giant Mega Knight Mighty Miner

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.

Fireball

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 Fireball

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.

Zap Goblin Gang Firecracker Fireball Mighty Miner Rascals Electro Giant Mega Knight

Shortest cycle

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

12 Zap Goblin Gang Firecracker Fireball

Attack Synergies 2 6

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.

Zap
Firecracker Fireball Mega Knight Mighty Miner
Goblin Gang
Firecracker
Firecracker
Zap Goblin Gang Rascals Mega Knight
Rascals
Firecracker
Fireball
Zap Mega Knight
Electro Giant
Mega Knight
Zap Firecracker Fireball
Mighty Miner
Zap

Defense Synergies 2 9

Zap
Fireball Mega Knight Goblin Gang Firecracker Rascals Mighty Miner
Goblin Gang
Zap Firecracker Rascals
Firecracker
Zap Goblin Gang Rascals Mega Knight
Rascals
Zap Goblin Gang Firecracker
Fireball
Zap Mega Knight
Electro Giant
Mega Knight
Zap Firecracker Fireball
Mighty Miner
Zap

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.

Zap Firecracker Fireball
Zap Goblin Gang Firecracker Rascals Mega Knight
Goblin Gang Mega Knight Rascals
Goblin Gang Firecracker Rascals Mega Knight
Firecracker Fireball Mega Knight
Goblin Gang Fireball Zap Firecracker Rascals Mega Knight
Zap Goblin Gang Firecracker Rascals Fireball
Zap Rascals Fireball Electro Giant Mega Knight
Mighty Miner Goblin Gang Rascals
Goblin Gang Firecracker Rascals Mega Knight
Goblin Gang Zap Firecracker Rascals Fireball Electro Giant Mega Knight
Zap Goblin Gang Firecracker Rascals Fireball
Mega Knight Zap Goblin Gang Rascals Fireball
Fireball Mega Knight Zap Goblin Gang Firecracker Rascals
Goblin Gang Rascals Mega Knight
Zap Goblin Gang Rascals Fireball Electro Giant Mega Knight
Mega Knight Goblin Gang Firecracker Rascals Fireball
Fireball Mega Knight Zap Goblin Gang Firecracker Rascals
Zap Firecracker Rascals Fireball Mega Knight
Goblin Gang Rascals Mega Knight Firecracker Fireball Electro Giant

Counters to secondary win conditions

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

Goblin Gang Rascals Mega Knight Zap Fireball Electro Giant
Fireball Zap Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Zap Rascals
Goblin Gang Mega Knight Zap Rascals Fireball
Goblin Gang Rascals Mega Knight Mighty Miner
Firecracker Fireball Electro Giant Zap Goblin Gang Rascals
Goblin Gang Rascals Fireball
Mega Knight Mighty Miner Rascals
Zap Mega Knight Firecracker Fireball
Goblin Gang
Mega Knight Rascals
Mega Knight Zap Fireball Electro Giant
Rascals Mega Knight Goblin Gang Fireball
Firecracker Rascals Fireball Electro Giant Mega Knight
Goblin Gang Rascals Electro Giant Zap Firecracker Fireball Mighty Miner
Mega Knight Zap Firecracker Rascals Fireball Electro Giant Mighty Miner
Zap Fireball

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.)

Fireball Firecracker Rascals
Firecracker Fireball Zap
Fireball
Firecracker Rascals Fireball
Fireball Zap Firecracker Mega Knight
Firecracker Fireball Electro Giant Zap
Firecracker
Fireball Zap Firecracker
Fireball Zap Firecracker
Goblin Gang Fireball
Firecracker Zap Fireball
Fireball Zap Firecracker
Firecracker Fireball
Firecracker Fireball
Zap Firecracker Fireball
Zap Firecracker Fireball
Firecracker Fireball Mega Knight
Fireball
Zap Firecracker Fireball Mega Knight
Zap Firecracker Fireball Electro Giant Mega Knight
Fireball Mega Knight
Fireball
Zap Fireball
Zap Firecracker Electro Giant Fireball Mega Knight
Firecracker Fireball Zap
Fireball Zap Mega Knight
Fireball Zap Firecracker
Zap Firecracker Fireball Electro Giant
Zap Firecracker Fireball Electro Giant
Fireball
Zap Fireball Mega Knight
Zap Firecracker Fireball
Mighty Miner Mega Knight
Firecracker Fireball
Zap Goblin Gang Fireball
Fireball Zap Firecracker
Fireball
Fireball Goblin Gang Firecracker Rascals Mega Knight
Zap Firecracker Fireball
Zap Fireball Electro Giant
Firecracker Mega Knight
Zap Electro Giant Goblin Gang Firecracker Rascals Fireball
Firecracker Zap Fireball
Zap Firecracker Fireball Electro Giant Mega Knight
Fireball Firecracker Mega Knight

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