My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Tesla Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

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 Tesla Royal Giant Magic Archer Goblinstein

Offensive cards

Win conditions

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

Royal Giant

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

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 Magic Archer

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.

Magic Archer

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
Giant Snowball
Bats Goblin Gang
Zap
Bats Goblin Gang Royal Giant
Barbarian Barrel
Knight Goblin Gang Tesla Magic Archer
The Log
Goblin Gang Royal Giant
Earthquake
Goblin Gang Tesla
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Magic Archer
Fireball
Goblin Gang Tesla Magic Archer
Poison
Bats Goblin Gang Magic Archer
Lightning
Knight Tesla Magic Archer Goblinstein
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Magic Archer

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

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

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.

Good

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 Tesla Fireball Magic Archer Goblinstein Royal Giant

Shortest cycle

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

12 Bats Knight Goblin Gang Tesla

Attack Synergies 4 5

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
Knight
Bats Goblin Gang Fireball Magic Archer
Goblin Gang
Knight Royal Giant
Tesla
Royal Giant
Bats Fireball Goblin Gang Magic Archer
Fireball
Royal Giant Knight Magic Archer
Magic Archer
Knight Royal Giant Fireball
Goblinstein

Defense Synergies 5 5

Bats
Knight Tesla
Knight
Bats Goblin Gang Tesla Magic Archer Fireball
Goblin Gang
Knight Tesla Magic Archer
Tesla
Knight Goblin Gang Bats Fireball Magic Archer
Royal Giant
Fireball
Knight Tesla
Magic Archer
Knight Goblin Gang Tesla
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.

Knight Tesla Fireball Magic Archer
Bats Knight Goblin Gang Tesla
Goblin Gang Tesla Bats Knight
Tesla Bats Knight Goblin Gang
Fireball
Goblin Gang Fireball Bats Tesla Magic Archer
Bats Tesla Goblin Gang Fireball Magic Archer
Tesla Fireball Magic Archer
Tesla Goblin Gang
Knight Goblin Gang Tesla
Bats Goblin Gang Knight Tesla Fireball Magic Archer
Tesla Bats Goblin Gang Fireball Magic Archer
Tesla Bats Knight Goblin Gang Fireball
Fireball Bats Goblin Gang Tesla Magic Archer
Knight Goblin Gang Tesla
Goblin Gang Tesla Fireball
Tesla Bats Knight Goblin Gang Fireball
Tesla Fireball Bats Knight Goblin Gang Magic Archer
Bats Knight Tesla Fireball Magic Archer
Tesla
Goblin Gang Bats Knight Tesla Fireball

Counters to secondary win conditions

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

Knight Goblin Gang Tesla Fireball
Fireball Knight Goblin Gang Tesla Magic Archer
Goblin Gang Bats Knight
Goblin Gang Bats Knight Tesla Fireball
Knight Goblin Gang Tesla
Fireball Bats Goblin Gang Tesla Magic Archer
Goblin Gang Bats Knight Tesla Fireball
Knight Tesla
Bats Knight Fireball Magic Archer
Goblin Gang Tesla
Bats Knight Tesla
Fireball
Knight Goblin Gang Tesla Fireball
Tesla Fireball Magic Archer
Goblin Gang Tesla Bats Knight Fireball Magic Archer
Bats Tesla Fireball Magic Archer
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 Magic Archer Knight
Fireball Magic Archer
Fireball Magic Archer
Knight Fireball
Fireball Magic Archer
Fireball Bats Magic Archer
Magic Archer
Fireball Magic Archer
Fireball
Bats Goblin Gang Fireball
Knight Fireball Magic Archer
Fireball Magic Archer
Knight Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Magic Archer Fireball
Fireball
Bats
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball
Fireball
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Bats Fireball Magic Archer
Bats Fireball
Fireball
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Bats Goblin Gang Fireball Magic Archer
Fireball Magic Archer
Fireball
Fireball Knight Goblin Gang Magic Archer
Fireball Magic Archer
Fireball
Bats Goblin Gang Fireball Magic Archer
Bats Fireball Magic Archer
Fireball Magic Archer
Fireball

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