My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Hunter Goblin Giant Electro Wizard

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.

Bats Firecracker Rune Giant Hunter Goblin Giant Electro Wizard

Offensive cards

Win conditions

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

Rune Giant Goblin Drill 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 Giant

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.

Rune Giant Goblin 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 Goblin Drill 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 Drill
Giant Snowball
Bats Goblin Drill
Zap
Bats Firecracker Goblin Drill Goblin Giant
Barbarian Barrel
Firecracker Hunter Goblin Drill Electro Wizard
The Log
Firecracker Hunter Goblin Drill
Earthquake
Firecracker Goblin Drill
Arrows
Bats Firecracker Goblin Drill
Royal Delivery
Bats Firecracker Hunter Goblin Drill Electro Wizard
Fireball
Firecracker Hunter Goblin Drill Electro Wizard
Poison
Bats Firecracker Hunter Goblin Drill Electro Wizard
Lightning
Hunter Electro Wizard
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Hunter

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 Rune Giant Goblin Drill

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Firecracker Rune Giant Hunter Goblin Drill Electro Wizard Goblin Giant

Shortest cycle

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

12 Bats Arrows Firecracker Rune Giant

Attack Synergies 0 13

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
Firecracker Rune Giant Goblin Drill Goblin Giant
Arrows
Goblin Drill Goblin Giant
Firecracker
Bats Rune Giant Goblin Drill Goblin Giant
Rune Giant
Bats Firecracker Hunter Electro Wizard
Hunter
Rune Giant Goblin Giant
Goblin Drill
Bats Arrows Firecracker
Goblin Giant
Bats Arrows Firecracker Hunter Electro Wizard
Electro Wizard
Rune Giant Goblin Giant

Defense Synergies 0 10

Bats
Firecracker Hunter Goblin Drill Goblin Giant Electro Wizard
Arrows
Firecracker
Bats Hunter Electro Wizard
Rune Giant
Hunter
Bats Firecracker Electro Wizard
Goblin Drill
Bats Electro Wizard
Goblin Giant
Bats Electro Wizard
Electro Wizard
Bats Firecracker Hunter Goblin Drill Goblin Giant

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.

Firecracker Goblin Giant Electro Wizard
Hunter Bats Firecracker Goblin Drill Electro Wizard
Hunter Bats Goblin Drill Electro Wizard
Hunter Bats Firecracker Goblin Drill Electro Wizard
Arrows Firecracker
Arrows Bats Firecracker Hunter Electro Wizard
Bats Hunter Electro Wizard Arrows Firecracker
Arrows Goblin Giant Electro Wizard
Hunter Goblin Drill
Firecracker Hunter Electro Wizard
Bats Electro Wizard Arrows Firecracker Hunter Goblin Drill Goblin Giant
Arrows Hunter Bats Firecracker Electro Wizard
Hunter Goblin Drill Bats Electro Wizard
Bats Arrows Firecracker Hunter Goblin Drill Electro Wizard
Hunter Goblin Drill Electro Wizard
Hunter Goblin Drill Electro Wizard
Bats Arrows Firecracker Hunter Goblin Drill Electro Wizard
Arrows Bats Firecracker Hunter Goblin Drill Electro Wizard
Arrows Hunter Goblin Drill Bats Firecracker Electro Wizard
Hunter Goblin Drill Electro Wizard
Bats Arrows Firecracker Hunter Goblin Giant Electro Wizard
Hunter

Counters to secondary win conditions

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

Electro Wizard
Electro Wizard Arrows Firecracker Hunter
Bats Hunter Goblin Giant Electro Wizard
Hunter Bats Goblin Giant Electro Wizard
Hunter Goblin Drill Goblin Giant
Arrows Firecracker Bats Hunter Goblin Giant Electro Wizard
Bats Hunter Goblin Giant Electro Wizard
Hunter Goblin Giant
Electro Wizard Bats Firecracker
Goblin Drill Goblin Giant
Bats Hunter
Arrows Goblin Giant Electro Wizard
Hunter Goblin Giant
Firecracker
Electro Wizard Bats Firecracker Hunter Goblin Drill Goblin Giant
Bats Arrows Firecracker Hunter Electro Wizard
Arrows 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 Firecracker Goblin Drill
Arrows Firecracker Electro Wizard
Arrows Goblin Drill Goblin Giant
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Bats Hunter Goblin Giant
Arrows Firecracker
Arrows Firecracker Hunter
Arrows Firecracker
Bats Electro Wizard
Firecracker Arrows Electro Wizard
Arrows Firecracker
Firecracker Hunter
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Hunter Goblin Drill
Arrows Firecracker
Arrows
Bats
Arrows Firecracker Hunter Electro Wizard
Arrows Firecracker
Arrows
Arrows Goblin Drill
Arrows Firecracker Hunter
Arrows Firecracker Hunter Electro Wizard
Arrows
Arrows Firecracker
Bats Arrows Firecracker Hunter Electro Wizard
Electro Wizard Bats Firecracker
Arrows Hunter
Arrows Firecracker Electro Wizard
Arrows Firecracker
Electro Wizard Bats
Arrows Firecracker Hunter Electro Wizard
Arrows
Firecracker Hunter Electro Wizard
Arrows Firecracker
Arrows
Firecracker
Bats Firecracker Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Goblin Giant Electro Wizard
Firecracker

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