My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
F2P score
RIP

4 problems 2 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!
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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

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.

Firecracker Royal Giant Goblinstein

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Goblin Curse Tornado Lightning

Punishments

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

Royal Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Royal Giant

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
Royal Giant Goblin Curse Clone
Giant Snowball
Goblin Curse Clone
Zap
Firecracker Royal Giant Goblin Curse Clone
Barbarian Barrel
Firecracker Goblin Curse Clone
The Log
Firecracker Royal Giant Goblin Curse Clone
Earthquake
Firecracker Clone
Arrows
Firecracker Goblin Curse Clone
Royal Delivery
Firecracker Clone
Fireball
Firecracker Clone
Poison
Firecracker Goblin Curse Clone
Lightning
Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Tornado

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.

Arrows Goblin Curse Clone Tornado

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Curse Arrows Firecracker Clone Tornado Goblinstein Royal Giant Lightning

Shortest cycle

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

11 Goblin Curse Arrows Firecracker Clone

Attack Synergies 4 3

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.

Arrows
Royal Giant Goblin Curse Lightning
Firecracker
Royal Giant Tornado
Royal Giant
Arrows Firecracker Lightning Tornado
Goblin Curse
Arrows
Clone
Tornado
Firecracker Royal Giant
Lightning
Royal Giant Arrows
Goblinstein

Defense Synergies 0 3

Arrows
Tornado Lightning
Firecracker
Tornado
Royal Giant
Goblin Curse
Clone
Tornado
Arrows Firecracker
Lightning
Arrows
Goblinstein

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.

Lightning Firecracker
Firecracker Goblin Curse
Tornado Goblin Curse Lightning
Firecracker Goblin Curse
Lightning Arrows Firecracker Tornado
Arrows Tornado Firecracker
Tornado Lightning Arrows Firecracker Goblin Curse
Lightning Arrows
Goblin Curse Tornado
Tornado Firecracker
Goblin Curse Arrows Firecracker Tornado
Arrows Firecracker Goblin Curse Tornado
Goblin Curse Lightning
Arrows Firecracker Goblin Curse Tornado
Goblin Curse
Tornado Goblin Curse Lightning
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Arrows Tornado Firecracker Goblin Curse
Goblin Curse Tornado
Arrows Firecracker Goblin Curse

Counters to secondary win conditions

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

Arrows Firecracker Lightning
Lightning
Lightning Tornado
Goblin Curse
Arrows Firecracker Goblin Curse Tornado
Lightning
Goblin Curse
Lightning Firecracker Tornado
Goblin Curse
Lightning Arrows Tornado
Lightning Goblin Curse
Firecracker Goblin Curse
Firecracker Tornado Lightning
Arrows Firecracker Goblin Curse
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.)

Lightning Arrows Firecracker
Arrows Firecracker Goblin Curse Tornado
Lightning Arrows
Lightning Arrows Firecracker
Arrows Firecracker Goblin Curse
Arrows Firecracker Goblin Curse Tornado
Arrows Firecracker Tornado
Arrows Firecracker Goblin Curse Tornado Lightning
Arrows Firecracker Tornado Lightning
Lightning Tornado
Firecracker Lightning Arrows Tornado
Lightning Arrows Firecracker Goblin Curse Tornado
Lightning Firecracker
Lightning Arrows Firecracker
Lightning Arrows Firecracker
Lightning Arrows Firecracker
Lightning Arrows Firecracker
Lightning Arrows Tornado
Lightning
Lightning Arrows Firecracker
Lightning Arrows Firecracker Goblin Curse Tornado
Lightning
Lightning Arrows Tornado
Tornado Lightning
Lightning Arrows
Arrows Firecracker Goblin Curse Tornado
Arrows Firecracker Tornado Lightning
Lightning Arrows Tornado
Lightning Arrows Firecracker Goblin Curse Tornado
Lightning Arrows Firecracker Goblin Curse Tornado
Lightning Firecracker
Lightning
Lightning Arrows
Lightning Arrows Firecracker
Arrows Firecracker Goblin Curse Lightning
Lightning
Lightning Arrows Firecracker Goblin Curse Tornado
Arrows
Lightning Firecracker
Arrows Firecracker Lightning
Lightning Arrows Tornado
Firecracker
Firecracker Tornado Lightning
Firecracker Tornado Lightning
Lightning Firecracker Tornado
Lightning Firecracker

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