My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Missing

Defensive buildings

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

Tombstone

Investments

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

Knight Royal Giant Tombstone Goblin Demolisher Mega Knight 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 Freeze

Punishments

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

Royal Giant Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Knight Royal Giant Mega Knight

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 Demolisher
Giant Snowball
Tombstone
Zap
Royal Giant Tombstone
Barbarian Barrel
Knight Tombstone
The Log
Royal Giant Tombstone Goblin Demolisher
Earthquake
Tombstone
Arrows
Tombstone
Royal Delivery
Knight Goblin Demolisher
Fireball
Tombstone
Poison
Tombstone
Lightning
Knight Tombstone Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Goblin Demolisher Freeze 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.

Arrows Knight Tombstone Goblin Demolisher Freeze 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.

Arrows Knight Tombstone Goblin Demolisher Freeze Goblinstein Royal Giant Mega Knight

Shortest cycle

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

13 Arrows Knight Tombstone Goblin Demolisher

Attack Synergies 1 5

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 Knight Freeze Mega Knight
Knight
Arrows Goblin Demolisher
Royal Giant
Arrows Goblin Demolisher
Tombstone
Goblin Demolisher
Knight Royal Giant
Freeze
Arrows
Mega Knight
Arrows
Goblinstein

Defense Synergies 2 4

Arrows
Mega Knight Knight Tombstone
Knight
Goblin Demolisher Arrows
Royal Giant
Tombstone
Arrows Goblin Demolisher
Goblin Demolisher
Knight Tombstone
Freeze
Mega Knight
Mega Knight
Arrows Freeze
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.

Knight Tombstone Goblin Demolisher
Knight Tombstone Mega Knight
Mega Knight Knight Tombstone Freeze
Knight Tombstone Mega Knight
Arrows Tombstone Goblin Demolisher Mega Knight
Arrows Freeze Goblin Demolisher Mega Knight
Arrows Tombstone Freeze
Arrows Mega Knight
Tombstone
Knight Mega Knight
Arrows Knight Tombstone Goblin Demolisher Freeze Mega Knight
Arrows
Tombstone Mega Knight Knight Freeze
Mega Knight Arrows Tombstone Goblin Demolisher Freeze
Knight Tombstone Mega Knight
Freeze Mega Knight Goblinstein
Mega Knight Arrows Knight Tombstone
Arrows Tombstone Mega Knight Knight Goblin Demolisher
Arrows Freeze Knight Tombstone Goblin Demolisher Mega Knight
Goblin Demolisher Mega Knight Arrows Knight
Tombstone

Counters to secondary win conditions

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

Knight Mega Knight Tombstone
Arrows Knight Mega Knight
Tombstone Mega Knight Knight
Mega Knight Knight
Knight Tombstone Mega Knight
Arrows Goblinstein Goblin Demolisher Freeze
Knight Tombstone
Mega Knight Knight
Freeze Mega Knight Goblinstein Knight Tombstone
Tombstone
Mega Knight Knight Tombstone
Mega Knight Arrows
Mega Knight Knight Tombstone
Goblin Demolisher Mega Knight
Tombstone Knight Freeze Goblinstein
Arrows Mega Knight Freeze
Arrows Tombstone

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 Knight Freeze
Arrows
Arrows
Arrows Knight Freeze
Arrows Goblin Demolisher Mega Knight Goblinstein
Arrows Goblinstein Freeze
Arrows Goblin Demolisher
Arrows Goblin Demolisher Freeze
Arrows
Arrows Knight
Arrows
Knight
Arrows Freeze
Arrows
Arrows Goblin Demolisher
Arrows Goblin Demolisher Mega Knight
Arrows Freeze
Arrows Goblin Demolisher Mega Knight
Arrows Goblin Demolisher Mega Knight
Mega Knight
Arrows
Arrows
Arrows Goblin Demolisher Freeze Mega Knight Goblinstein
Arrows
Arrows Mega Knight
Arrows
Arrows
Freeze Goblinstein
Arrows Mega Knight
Arrows Freeze
Mega Knight
Arrows
Tombstone Freeze Goblinstein
Arrows
Freeze
Arrows
Knight Mega Knight
Arrows
Arrows
Mega Knight
Freeze
Freeze Mega Knight
Mega Knight

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