My Best Clash Royale Deck

Deck Check Rating

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

2 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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 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 Giant Skeleton Mega Knight Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Goblin Curse Rage The Log

Punishments

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

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.

Giant Skeleton Mega Knight

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 Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker The Log 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 Goblin Curse Rage Giant Skeleton Mega Knight

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 Goblin Curse Rage The Log Firecracker Goblinstein Giant Skeleton Mega Knight

Shortest cycle

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

8 Bats Goblin Curse Rage The Log

Attack Synergies 3 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
Giant Skeleton Mega Knight Firecracker Rage
Firecracker
Bats Giant Skeleton Mega Knight
Goblin Curse
The Log
Rage
Bats Giant Skeleton
Giant Skeleton
Bats Firecracker Rage The Log
The Log
Goblin Curse Giant Skeleton Mega Knight
Mega Knight
Bats Firecracker The Log
Goblinstein

Defense Synergies 1 8

Bats
Firecracker Giant Skeleton The Log Mega Knight
Firecracker
The Log Bats Giant Skeleton Mega Knight
Goblin Curse
Rage
Giant Skeleton
Bats Firecracker The Log
The Log
Firecracker Bats Giant Skeleton Mega Knight
Mega Knight
Bats Firecracker The Log
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.

Firecracker The Log
Bats Firecracker Goblin Curse The Log Mega Knight
Mega Knight Bats Goblin Curse Giant Skeleton
Bats Firecracker Goblin Curse Mega Knight
Firecracker Giant Skeleton The Log Mega Knight
The Log Bats Firecracker Mega Knight
Bats Firecracker Goblin Curse
Giant Skeleton The Log Mega Knight
Goblin Curse
Firecracker Giant Skeleton Mega Knight
Bats Goblin Curse Firecracker Giant Skeleton The Log Mega Knight
Bats Firecracker Goblin Curse
Mega Knight Bats Goblin Curse Giant Skeleton The Log
Mega Knight Bats Firecracker Goblin Curse The Log
Goblin Curse Mega Knight
Goblin Curse The Log Mega Knight
Mega Knight Bats Firecracker
Mega Knight Bats Firecracker The Log
The Log Bats Firecracker Goblin Curse Giant Skeleton Mega Knight
Goblin Curse
Mega Knight Bats Firecracker Goblin Curse Giant Skeleton The Log

Counters to secondary win conditions

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

Mega Knight Giant Skeleton
Firecracker The Log Mega Knight
Giant Skeleton Mega Knight Bats The Log
Giant Skeleton Mega Knight Bats The Log
Giant Skeleton Goblin Curse Mega Knight
Firecracker Bats Goblin Curse
Bats Giant Skeleton
Giant Skeleton Mega Knight Goblin Curse
Giant Skeleton Mega Knight Bats Firecracker The Log
Goblin Curse
Mega Knight Bats Giant Skeleton
Mega Knight Giant Skeleton The Log
Giant Skeleton Mega Knight Goblin Curse
Firecracker Goblin Curse Mega Knight
Bats Firecracker Giant Skeleton The Log
Bats Mega Knight Firecracker Goblin Curse Giant Skeleton The Log

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 Giant Skeleton The Log
Firecracker Goblin Curse The Log
Giant Skeleton The Log
Firecracker Giant Skeleton The Log
Firecracker Goblin Curse The Log Mega Knight
Firecracker Bats Goblin Curse
Firecracker The Log
The Log Firecracker Goblin Curse
The Log Firecracker
Bats
Firecracker The Log
Firecracker Goblin Curse
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log Mega Knight
Bats
Firecracker The Log Mega Knight
Firecracker Goblin Curse The Log Mega Knight
Giant Skeleton The Log Mega Knight
The Log
The Log
Firecracker Goblin Curse The Log Mega Knight
Firecracker The Log
The Log Mega Knight
Firecracker Goblin Curse The Log
Bats Firecracker Goblin Curse
Bats Firecracker
The Log Mega Knight
Firecracker
Giant Skeleton Mega Knight
Firecracker Goblin Curse The Log
Bats
Firecracker Goblin Curse
The Log
Firecracker Mega Knight
The Log Firecracker
Giant Skeleton
Firecracker Mega Knight
Bats Firecracker Giant Skeleton The Log
Firecracker Bats
Firecracker Giant Skeleton The Log Mega Knight
Firecracker Mega Knight

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