My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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

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 Firecracker Elixir Golem Electro Giant Golem Mega Knight Lava Hound

Offensive cards

Win conditions

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

Elixir Golem Electro Giant Golem Lava Hound

Damage spells

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

Missing

Punishments

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

Elixir Golem Electro 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.

Elixir Golem Electro Giant Golem Mega Knight Lava Hound

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 Golem

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 Elixir Golem Clone Lava Hound
Giant Snowball
Bats Clone Lava Hound
Zap
Bats Firecracker Clone Lava Hound
Barbarian Barrel
Firecracker Elixir Golem Clone
The Log
Firecracker Elixir Golem Clone
Earthquake
Firecracker Elixir Golem Clone
Arrows
Bats Firecracker Clone Lava Hound
Royal Delivery
Bats Firecracker Elixir Golem Clone Lava Hound
Fireball
Firecracker Elixir Golem Clone Lava Hound
Poison
Bats Firecracker Elixir Golem Clone Lava Hound
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Bats Elixir Golem Clone Electro Giant Golem Mega Knight

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.

Lava Hound

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 Firecracker Elixir Golem Clone Electro Giant Mega Knight Lava Hound Golem

Shortest cycle

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

11 Bats Firecracker Elixir Golem Clone

Attack Synergies 5 7

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
Mega Knight Lava Hound Firecracker Elixir Golem Clone Golem
Firecracker
Elixir Golem Bats Golem Mega Knight Lava Hound
Elixir Golem
Firecracker Bats
Clone
Golem Lava Hound Bats
Electro Giant
Golem
Clone Bats Firecracker
Mega Knight
Bats Firecracker
Lava Hound
Bats Clone Firecracker

Defense Synergies 0 3

Bats
Firecracker Mega Knight
Firecracker
Bats Mega Knight
Elixir Golem
Clone
Electro Giant
Golem
Mega Knight
Bats Firecracker
Lava Hound

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
Bats Firecracker Mega Knight
Mega Knight Bats
Bats Firecracker Mega Knight
Firecracker Mega Knight
Bats Firecracker Mega Knight
Bats Firecracker
Electro Giant Mega Knight
Firecracker Mega Knight
Bats Firecracker Electro Giant Mega Knight
Bats Firecracker
Mega Knight Bats
Mega Knight Bats Firecracker
Mega Knight
Electro Giant Mega Knight
Mega Knight Bats Firecracker
Mega Knight Bats Firecracker
Bats Firecracker Mega Knight
Mega Knight Bats Firecracker Electro Giant

Counters to secondary win conditions

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

Mega Knight Electro Giant
Firecracker Mega Knight
Mega Knight Bats
Mega Knight Bats
Mega Knight
Firecracker Electro Giant Bats
Bats
Mega Knight
Mega Knight Bats Firecracker
Mega Knight Bats
Mega Knight Electro Giant
Mega Knight
Firecracker Electro Giant Mega Knight
Electro Giant Bats Firecracker
Bats Mega Knight Firecracker Electro Giant

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.)

Firecracker
Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Electro Giant Bats
Firecracker
Firecracker
Firecracker
Bats
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Mega Knight
Bats
Firecracker Mega Knight
Firecracker Electro Giant Mega Knight
Mega Knight
Firecracker Electro Giant Mega Knight
Firecracker
Mega Knight
Firecracker
Bats Firecracker Electro Giant
Bats Firecracker Electro Giant
Mega Knight
Firecracker
Mega Knight
Firecracker
Bats
Firecracker
Firecracker Mega Knight
Firecracker
Electro Giant
Firecracker Mega Knight
Electro Giant Bats Firecracker
Firecracker Bats
Firecracker Electro Giant Mega Knight
Firecracker Mega Knight

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