My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Goblin Gang 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 Royal Ghost Bandit Mega Knight

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.

Rage

Punishments

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

Goblin Gang Royal Ghost Bandit 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.

Goblin Gang Royal Ghost Bandit 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 Royal Ghost Bandit

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 Gang Bandit
Giant Snowball
Bats Goblin Gang
Zap
Bats Goblin Gang Firecracker Bandit
Barbarian Barrel
Goblin Gang Firecracker Royal Ghost Bandit
The Log
Goblin Gang Firecracker Bandit
Earthquake
Goblin Gang Firecracker
Arrows
Bats Goblin Gang Firecracker
Royal Delivery
Bats Goblin Gang Firecracker Royal Ghost Bandit
Fireball
Goblin Gang Firecracker Bandit
Poison
Bats Goblin Gang Firecracker
Lightning
Bandit
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 Royal Ghost 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 Rage Royal Ghost 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.

Goblin Gang

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.

Mirror Bats Rage Goblin Gang Firecracker Royal Ghost Bandit Mega Knight

Shortest cycle

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

7 Mirror Bats Rage Goblin Gang

Attack Synergies 1 14

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 Firecracker Rage Bandit
Goblin Gang
Firecracker Mirror Royal Ghost Bandit
Firecracker
Bats Goblin Gang Mirror Bandit Mega Knight
Mirror
Goblin Gang Firecracker Royal Ghost
Rage
Bats
Royal Ghost
Goblin Gang Mirror Bandit Mega Knight
Bandit
Bats Goblin Gang Firecracker Royal Ghost Mega Knight
Mega Knight
Bats Firecracker Royal Ghost Bandit

Defense Synergies 0 12

Bats
Firecracker Bandit Mega Knight
Goblin Gang
Firecracker Mirror Bandit
Firecracker
Bats Goblin Gang Mirror Bandit Mega Knight
Mirror
Goblin Gang Firecracker Mega Knight
Rage
Royal Ghost
Mega Knight
Bandit
Bats Goblin Gang Firecracker Mega Knight
Mega Knight
Bats Firecracker Mirror Royal Ghost Bandit

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 Goblin Gang Firecracker Bandit Mega Knight
Goblin Gang Mega Knight Bats Bandit
Bats Goblin Gang Firecracker Bandit Mega Knight
Firecracker Mega Knight
Goblin Gang Bats Firecracker Royal Ghost Bandit Mega Knight
Bats Goblin Gang Firecracker
Bandit Mega Knight
Goblin Gang
Goblin Gang Firecracker Royal Ghost Bandit Mega Knight
Bats Goblin Gang Firecracker Royal Ghost Bandit Mega Knight
Bats Goblin Gang Firecracker
Mega Knight Bats Goblin Gang Bandit
Mega Knight Bats Goblin Gang Firecracker Royal Ghost
Goblin Gang Bandit Mega Knight
Goblin Gang Bandit Mega Knight
Mega Knight Bats Goblin Gang Firecracker
Mega Knight Bats Goblin Gang Firecracker Royal Ghost Bandit
Bats Firecracker Royal Ghost Bandit Mega Knight
Goblin Gang Royal Ghost Mega Knight Bats Firecracker Bandit

Counters to secondary win conditions

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

Goblin Gang Mega Knight Royal Ghost Bandit
Bandit Goblin Gang Firecracker Royal Ghost Mega Knight
Goblin Gang Bandit Mega Knight Bats
Goblin Gang Mega Knight Bats Bandit
Goblin Gang Bandit Mega Knight
Firecracker Bats Goblin Gang
Goblin Gang Bats Bandit
Mega Knight
Mega Knight Bats Firecracker Bandit
Goblin Gang
Mega Knight Bats
Mega Knight
Mega Knight Goblin Gang Bandit
Firecracker Mega Knight
Goblin Gang Bats Firecracker
Bats Mega Knight Firecracker Royal Ghost

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 Royal Ghost Bandit
Firecracker Royal Ghost Bandit
Bandit
Firecracker
Firecracker Mega Knight
Firecracker Bats
Firecracker
Firecracker
Firecracker Bandit
Bats Goblin Gang
Firecracker Bandit
Firecracker
Firecracker Bandit
Firecracker Bandit
Firecracker
Firecracker Bandit
Firecracker Bandit Mega Knight
Bats
Firecracker Bandit Mega Knight
Firecracker Mega Knight
Mega Knight
Firecracker Mega Knight
Firecracker Royal Ghost Bandit
Bandit Mega Knight
Firecracker Bandit
Bats Firecracker
Bats Firecracker
Bandit Mega Knight
Firecracker
Mega Knight
Firecracker
Bats Goblin Gang Bandit
Firecracker
Goblin Gang Firecracker Mega Knight
Firecracker
Firecracker Mega Knight
Bats Goblin Gang Firecracker
Firecracker Bats
Firecracker Royal Ghost Bandit Mega Knight

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