My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Hunter Goblin Giant

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.

Bats Rune Giant Hunter Goblin Giant Fisherman Goblinstein

Offensive cards

Win conditions

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

Rune Giant Goblin Giant

Damage spells

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

Arrows Rage

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.

Missing

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

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 Fisherman
Giant Snowball
Bats Fisherman
Zap
Bats Goblin Giant Fisherman
Barbarian Barrel
Hunter
The Log
Hunter Fisherman
Earthquake
Arrows
Bats
Royal Delivery
Bats Hunter Fisherman
Fireball
Hunter Fisherman
Poison
Bats Hunter Fisherman
Lightning
Hunter Fisherman Goblinstein
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Rage Rune 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.

Bats Rage Arrows Fisherman Rune Giant Hunter Goblinstein Goblin Giant

Shortest cycle

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

10 Bats Rage Arrows Fisherman

Attack Synergies 1 9

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
Rage Rune Giant Goblin Giant Fisherman
Arrows
Goblin Giant
Rage
Bats Goblin Giant
Rune Giant
Bats Hunter
Hunter
Fisherman Rune Giant Goblin Giant
Goblin Giant
Bats Arrows Rage Hunter Fisherman
Fisherman
Hunter Bats Goblin Giant
Goblinstein

Defense Synergies 1 3

Bats
Hunter Goblin Giant Fisherman
Arrows
Rage
Rune Giant
Hunter
Fisherman Bats
Goblin Giant
Bats
Fisherman
Hunter Bats
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.

Goblin Giant
Hunter Bats Fisherman
Hunter Fisherman Bats
Hunter Bats Fisherman
Arrows
Arrows Bats Hunter
Bats Hunter Arrows
Arrows Goblin Giant
Hunter Fisherman
Hunter Fisherman
Bats Arrows Hunter Goblin Giant Fisherman
Arrows Hunter Bats
Hunter Bats
Bats Arrows Hunter
Hunter
Hunter Fisherman
Bats Arrows Hunter Fisherman
Arrows Bats Hunter Fisherman
Arrows Hunter Bats Fisherman
Hunter Fisherman
Bats Arrows Hunter Goblin Giant Fisherman
Hunter

Counters to secondary win conditions

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

Fisherman
Arrows Hunter Fisherman
Bats Hunter Goblin Giant Fisherman
Hunter Bats Goblin Giant Fisherman
Hunter Goblin Giant Fisherman
Arrows Bats Hunter Goblin Giant
Bats Hunter Goblin Giant
Hunter Goblin Giant Fisherman
Bats
Goblin Giant
Bats Hunter
Arrows Goblin Giant
Hunter Goblin Giant
Bats Hunter Goblin Giant Fisherman
Bats Arrows Hunter
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.)

Arrows
Arrows Fisherman
Arrows Goblin Giant
Arrows
Arrows
Arrows Bats Hunter Goblin Giant
Arrows
Arrows Hunter
Arrows Fisherman
Bats Fisherman
Arrows Fisherman
Arrows
Hunter Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Hunter
Arrows
Arrows
Bats Fisherman
Arrows Hunter Fisherman
Arrows
Arrows
Fisherman
Arrows
Arrows Hunter
Fisherman
Arrows Hunter Fisherman
Arrows Fisherman
Arrows Fisherman
Bats Arrows Hunter
Bats
Arrows Hunter
Arrows
Arrows
Bats
Arrows Hunter
Arrows
Hunter
Arrows
Arrows
Bats
Bats
Goblin Giant

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