My Best Clash Royale Deck

Deck Check Rating

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

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 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 Goblin Hut Executioner

Defensive buildings

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

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Royal Giant Goblin Hut Bowler Executioner Electro Giant

Offensive cards

Win conditions

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

Royal Giant Electro 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.

Royal Giant Electro 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.

Royal Giant Electro Giant

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 Royal Giant Skeleton Army
Giant Snowball
Bats Goblin Hut Skeleton Army
Zap
Bats Royal Giant Goblin Hut Skeleton Army
Barbarian Barrel
Goblin Hut Skeleton Army Executioner
The Log
Royal Giant Goblin Hut Skeleton Army
Earthquake
Goblin Hut Skeleton Army
Arrows
Bats Goblin Hut Skeleton Army
Royal Delivery
Bats Goblin Hut Skeleton Army Bowler Executioner
Fireball
Goblin Hut Skeleton Army Bowler Executioner
Poison
Bats Goblin Hut Skeleton Army Executioner
Lightning
Goblin Hut Bowler Executioner
Rocket
Goblin Hut Bowler Executioner

Against air swarms

Spells and units that can counter air swarms.

Fireball Executioner Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Bowler Executioner Electro Giant

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Bowler Executioner Electro Giant

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 Skeleton Army

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Skeleton Army Fireball Goblin Hut Bowler Executioner Royal Giant Electro Giant

Shortest cycle

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

14 Bats Skeleton Army Fireball Goblin Hut

Attack Synergies 2 6

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
Royal Giant Bowler
Royal Giant
Bats Fireball Goblin Hut Bowler Executioner
Fireball
Royal Giant
Goblin Hut
Royal Giant Bowler
Skeleton Army
Bowler
Bats Royal Giant Goblin Hut Executioner
Executioner
Royal Giant Bowler
Electro Giant

Defense Synergies 0 5

Bats
Bowler
Royal Giant
Fireball
Goblin Hut
Goblin Hut
Fireball Skeleton Army Bowler
Skeleton Army
Goblin Hut Executioner
Bowler
Bats Goblin Hut
Executioner
Skeleton Army
Electro Giant

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.

Bowler Fireball Goblin Hut Executioner
Skeleton Army Bats Goblin Hut Executioner
Goblin Hut Skeleton Army Bowler Bats Executioner
Goblin Hut Skeleton Army Bats Bowler
Fireball Skeleton Army Bowler
Fireball Skeleton Army Bowler Bats Executioner
Bats Fireball Goblin Hut Executioner
Bowler Fireball Electro Giant
Goblin Hut Skeleton Army
Skeleton Army Bowler
Bats Skeleton Army Executioner Fireball Goblin Hut Bowler Electro Giant
Executioner Bats Fireball Goblin Hut
Goblin Hut Skeleton Army Bowler Bats Fireball
Fireball Skeleton Army Bowler Executioner Bats Goblin Hut
Skeleton Army Goblin Hut
Skeleton Army Fireball Goblin Hut Bowler Electro Giant
Bats Fireball Goblin Hut Skeleton Army Bowler Executioner
Fireball Bats Goblin Hut Skeleton Army Bowler Executioner
Executioner Bats Fireball Goblin Hut Bowler
Goblin Hut
Skeleton Army Bowler Bats Fireball Executioner Electro Giant
Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Fireball Goblin Hut Bowler Electro Giant
Fireball Bowler Executioner
Skeleton Army Bats Goblin Hut Bowler
Skeleton Army Bowler Bats Fireball
Goblin Hut Skeleton Army Bowler Executioner
Fireball Executioner Electro Giant Bats Goblin Hut
Skeleton Army Bats Fireball Goblin Hut Bowler
Skeleton Army
Bats Fireball Goblin Hut Skeleton Army
Goblin Hut Skeleton Army
Bats Goblin Hut Bowler
Skeleton Army Fireball Bowler Electro Giant
Skeleton Army Bowler Fireball Executioner
Fireball Skeleton Army Bowler Executioner Electro Giant
Goblin Hut Skeleton Army Electro Giant Bats Fireball Bowler Executioner
Bats Bowler Executioner Fireball Goblin Hut Electro Giant
Fireball Goblin Hut

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
Fireball Bowler Executioner
Fireball Goblin Hut
Fireball
Fireball Executioner Bowler
Fireball Executioner Electro Giant Bats
Bowler Executioner
Fireball Bowler Executioner
Fireball
Bats Fireball Bowler
Fireball Bowler
Fireball Executioner
Fireball Goblin Hut Bowler Executioner
Fireball
Fireball Goblin Hut
Fireball Goblin Hut Bowler Executioner
Fireball Goblin Hut Bowler Executioner
Fireball
Bats
Fireball Bowler Executioner
Fireball Bowler Electro Giant
Fireball Bowler
Fireball
Bowler
Fireball
Electro Giant Fireball Bowler Executioner
Fireball Bowler Executioner
Fireball Bowler
Fireball
Bats Fireball Executioner Electro Giant
Bats Fireball Goblin Hut Electro Giant
Fireball Bowler
Fireball
Fireball
Fireball Bowler
Bats Fireball Goblin Hut Skeleton Army
Fireball Executioner
Fireball
Fireball Bowler Executioner
Fireball Bowler Executioner
Fireball Electro Giant
Executioner
Electro Giant Bats Fireball Bowler
Bats Fireball Executioner
Fireball Bowler Executioner Electro Giant
Fireball Bowler

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