My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

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 Knight Firecracker Balloon Electro Giant

Offensive cards

Win conditions

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

Balloon Electro Giant

Damage spells

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

Giant Snowball Arrows

Punishments

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

Goblin Gang Balloon Electro Giant

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.

Knight Goblin Gang Balloon Electro Giant

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 Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Arrows Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Arrows Firecracker Electro Giant

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 Arrows Knight Electro Giant

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Giant Snowball Arrows Knight Goblin Gang Firecracker Balloon Electro Giant

Shortest cycle

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

10 Bats Giant Snowball Arrows Knight

Attack Synergies 7 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
Knight Balloon Firecracker
Giant Snowball
Balloon Knight Firecracker
Arrows
Balloon Knight
Knight
Bats Goblin Gang Firecracker Balloon Giant Snowball Arrows
Goblin Gang
Knight Firecracker Balloon
Firecracker
Knight Bats Giant Snowball Goblin Gang Balloon
Balloon
Bats Giant Snowball Arrows Knight Goblin Gang Firecracker
Electro Giant

Defense Synergies 4 6

Bats
Knight Giant Snowball Firecracker
Giant Snowball
Goblin Gang Bats Knight Firecracker
Arrows
Knight
Knight
Bats Goblin Gang Firecracker Giant Snowball Arrows
Goblin Gang
Giant Snowball Knight Firecracker
Firecracker
Knight Bats Giant Snowball Goblin Gang
Balloon
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.

Knight Firecracker
Bats Knight Goblin Gang Firecracker
Goblin Gang Bats Giant Snowball Knight
Bats Knight Goblin Gang Firecracker
Arrows Firecracker
Arrows Goblin Gang Bats Giant Snowball Firecracker
Bats Giant Snowball Arrows Goblin Gang Firecracker
Arrows Electro Giant
Goblin Gang
Knight Goblin Gang Giant Snowball Firecracker
Bats Goblin Gang Giant Snowball Arrows Knight Firecracker Electro Giant
Arrows Bats Giant Snowball Goblin Gang Firecracker
Bats Giant Snowball Knight Goblin Gang
Bats Giant Snowball Arrows Goblin Gang Firecracker
Knight Goblin Gang
Giant Snowball Goblin Gang Electro Giant
Bats Arrows Knight Goblin Gang Firecracker
Arrows Bats Giant Snowball Knight Goblin Gang Firecracker
Giant Snowball Arrows Bats Knight Firecracker
Goblin Gang Bats Giant Snowball Arrows Knight Firecracker Electro Giant

Counters to secondary win conditions

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

Knight Goblin Gang Giant Snowball Electro Giant
Giant Snowball Arrows Knight Goblin Gang Firecracker
Goblin Gang Bats Knight
Goblin Gang Bats Knight
Knight Goblin Gang
Arrows Firecracker Electro Giant Bats Giant Snowball Goblin Gang
Goblin Gang Bats Knight
Knight
Bats Giant Snowball Knight Firecracker
Goblin Gang
Bats Knight
Giant Snowball Arrows Electro Giant
Knight Goblin Gang
Firecracker Electro Giant
Goblin Gang Electro Giant Bats Knight Firecracker
Bats Arrows Giant Snowball Firecracker Electro Giant
Arrows

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.)

Arrows Knight Firecracker
Arrows Firecracker Giant Snowball
Arrows
Arrows Knight Firecracker
Giant Snowball Arrows Firecracker
Arrows Firecracker Electro Giant Bats Giant Snowball
Arrows Firecracker
Arrows Giant Snowball Firecracker
Arrows Giant Snowball Firecracker
Bats Giant Snowball Goblin Gang
Firecracker Arrows Knight
Giant Snowball Arrows Firecracker
Giant Snowball Knight Firecracker
Arrows Firecracker
Giant Snowball Arrows Firecracker
Giant Snowball Arrows Firecracker
Arrows Firecracker
Giant Snowball Arrows
Bats
Giant Snowball Arrows Firecracker
Giant Snowball Arrows Firecracker Electro Giant
Giant Snowball Arrows
Giant Snowball Arrows
Giant Snowball Arrows Firecracker Electro Giant
Arrows Firecracker Giant Snowball
Giant Snowball Arrows
Arrows Firecracker
Bats Giant Snowball Arrows Firecracker Electro Giant
Bats Giant Snowball Firecracker Electro Giant
Giant Snowball
Giant Snowball Arrows
Giant Snowball Arrows Firecracker
Giant Snowball Arrows Firecracker
Bats Goblin Gang
Giant Snowball Arrows Firecracker
Arrows
Knight Goblin Gang Firecracker
Arrows Giant Snowball Firecracker
Giant Snowball Arrows Electro Giant
Firecracker
Electro Giant Bats Giant Snowball Goblin Gang Firecracker
Firecracker Bats Giant Snowball
Giant Snowball Firecracker Electro Giant

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