My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
Versatility
Great!
F2P score
Godly!

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 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 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 Witch

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 Knight Firecracker Royal Giant Elixir Golem Witch

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

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

Fireball

Punishments

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

Goblin Gang Royal Giant Elixir Golem

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Goblin Gang Royal Giant Elixir Golem

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

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 Royal Giant Elixir Golem
Giant Snowball
Bats Goblin Gang Witch
Zap
Bats Goblin Gang Firecracker Royal Giant Witch
Barbarian Barrel
Knight Goblin Gang Firecracker Elixir Golem Witch
The Log
Goblin Gang Firecracker Royal Giant Elixir Golem Witch
Earthquake
Goblin Gang Firecracker Elixir Golem Witch
Arrows
Bats Goblin Gang Firecracker Witch
Royal Delivery
Bats Knight Goblin Gang Firecracker Elixir Golem Witch
Fireball
Goblin Gang Firecracker Elixir Golem Witch
Poison
Bats Goblin Gang Firecracker Elixir Golem Witch
Lightning
Knight Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball

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 Knight Elixir Golem

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Fireball

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 Fireball Witch

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Goblin Gang Firecracker Elixir Golem Fireball Witch Royal Giant

Shortest cycle

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

11 Bats Knight Goblin Gang Firecracker

Attack Synergies 7 10

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
Knight Royal Giant Firecracker Elixir Golem
Knight
Bats Goblin Gang Firecracker Fireball Witch
Goblin Gang
Knight Firecracker Royal Giant Elixir Golem
Firecracker
Knight Royal Giant Elixir Golem Bats Goblin Gang
Royal Giant
Bats Firecracker Fireball Goblin Gang Witch
Elixir Golem
Firecracker Bats Goblin Gang Fireball Witch
Fireball
Royal Giant Knight Elixir Golem
Witch
Knight Royal Giant Elixir Golem

Defense Synergies 3 4

Bats
Knight Firecracker
Knight
Bats Goblin Gang Firecracker Fireball Witch
Goblin Gang
Knight Firecracker
Firecracker
Knight Bats Goblin Gang
Royal Giant
Elixir Golem
Fireball
Knight
Witch
Knight

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.

Knight Firecracker Fireball
Bats Knight Goblin Gang Firecracker Witch
Goblin Gang Witch Bats Knight
Witch Bats Knight Goblin Gang Firecracker
Firecracker Fireball
Goblin Gang Fireball Bats Firecracker
Bats Goblin Gang Firecracker Fireball Witch
Fireball
Witch Goblin Gang
Knight Goblin Gang Firecracker
Bats Goblin Gang Witch Knight Firecracker Fireball
Bats Goblin Gang Firecracker Fireball Witch
Bats Knight Goblin Gang Fireball Witch
Fireball Bats Goblin Gang Firecracker Witch
Knight Goblin Gang
Goblin Gang Fireball
Bats Knight Goblin Gang Firecracker Fireball Witch
Fireball Bats Knight Goblin Gang Firecracker Witch
Witch Bats Knight Firecracker Fireball
Goblin Gang Bats Knight Firecracker Fireball Witch

Counters to secondary win conditions

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

Knight Goblin Gang Fireball Witch
Fireball Knight Goblin Gang Firecracker
Goblin Gang Bats Knight Witch
Goblin Gang Bats Knight Fireball
Knight Goblin Gang Witch
Firecracker Fireball Bats Goblin Gang Witch
Goblin Gang Bats Knight Fireball Witch
Knight
Bats Knight Firecracker Fireball Witch
Witch Goblin Gang
Bats Knight Witch
Fireball
Knight Goblin Gang Fireball Witch
Firecracker Fireball Witch
Goblin Gang Witch Bats Knight Firecracker Fireball
Bats Firecracker Fireball Witch
Fireball

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.)

Fireball Knight Firecracker
Firecracker Fireball
Fireball
Knight Firecracker Fireball
Fireball Firecracker
Firecracker Fireball Bats Witch
Firecracker Witch
Fireball Firecracker
Fireball Firecracker
Bats Goblin Gang Fireball
Firecracker Knight Fireball
Fireball Firecracker
Knight Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Witch
Firecracker Fireball
Fireball
Bats
Firecracker Fireball
Firecracker Fireball Witch
Fireball
Fireball
Fireball
Firecracker Fireball Witch
Witch
Firecracker Fireball Witch
Fireball Witch
Fireball Firecracker
Bats Firecracker Fireball Witch
Bats Firecracker Fireball Witch
Fireball
Fireball
Firecracker Fireball
Firecracker Fireball
Bats Goblin Gang Fireball Witch
Fireball Firecracker Witch
Fireball
Fireball Knight Goblin Gang Firecracker
Firecracker Fireball
Fireball
Firecracker
Bats Goblin Gang Firecracker Fireball Witch
Firecracker Bats Fireball Witch
Firecracker Fireball Witch
Fireball Firecracker

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