My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

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 Inferno Dragon

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 Electro Giant Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Arrows

Punishments

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

Goblin Gang Electro Giant 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 Electro Giant 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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Electro Giant 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 Arrows Electro Giant Inferno Dragon 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Goblin Gang Firecracker Inferno Dragon Electro Giant Mega Knight

Shortest cycle

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

10 Bats Zap Arrows Goblin Gang

Attack Synergies 4 9

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 Zap Firecracker Inferno Dragon
Zap
Arrows Firecracker Bats Mega Knight
Arrows
Zap Mega Knight
Goblin Gang
Firecracker
Firecracker
Zap Bats Goblin Gang Inferno Dragon Mega Knight
Electro Giant
Inferno Dragon
Inferno Dragon
Mega Knight Bats Firecracker Electro Giant
Mega Knight
Bats Inferno Dragon Zap Arrows Firecracker

Defense Synergies 2 13

Bats
Zap Firecracker Inferno Dragon Mega Knight
Zap
Mega Knight Bats Arrows Goblin Gang Firecracker Inferno Dragon
Arrows
Mega Knight Zap
Goblin Gang
Zap Firecracker Inferno Dragon
Firecracker
Bats Zap Goblin Gang Mega Knight
Electro Giant
Inferno Dragon
Inferno Dragon
Bats Zap Goblin Gang Electro Giant Mega Knight
Mega Knight
Zap Arrows Bats Firecracker Inferno Dragon

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.

Zap Firecracker
Inferno Dragon Bats Zap Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Bats Inferno Dragon
Inferno Dragon Bats Goblin Gang Firecracker Mega Knight
Arrows Firecracker Mega Knight
Arrows Goblin Gang Bats Zap Firecracker Mega Knight
Bats Inferno Dragon Zap Arrows Goblin Gang Firecracker
Zap Arrows Electro Giant Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Firecracker Mega Knight
Bats Goblin Gang Zap Arrows Firecracker Electro Giant Mega Knight
Arrows Inferno Dragon Bats Zap Goblin Gang Firecracker
Mega Knight Bats Zap Goblin Gang
Mega Knight Bats Zap Arrows Goblin Gang Firecracker
Inferno Dragon Goblin Gang Mega Knight
Zap Goblin Gang Electro Giant Inferno Dragon Mega Knight
Mega Knight Bats Arrows Goblin Gang Firecracker
Arrows Mega Knight Bats Zap Goblin Gang Firecracker
Zap Arrows Bats Firecracker Inferno Dragon Mega Knight
Inferno Dragon
Goblin Gang Mega Knight Bats Arrows Firecracker Electro Giant

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Electro Giant
Zap Arrows Goblin Gang Firecracker Inferno Dragon Mega Knight
Goblin Gang Mega Knight Bats Zap
Goblin Gang Mega Knight Bats Zap
Goblin Gang Inferno Dragon Mega Knight
Arrows Firecracker Electro Giant Bats Zap Goblin Gang
Goblin Gang Bats
Mega Knight Inferno Dragon
Zap Mega Knight Bats Firecracker Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Zap Arrows Electro Giant
Mega Knight Goblin Gang
Firecracker Electro Giant Mega Knight
Goblin Gang Electro Giant Bats Zap Firecracker Inferno Dragon
Bats Arrows Mega Knight Zap Firecracker Electro Giant Inferno Dragon
Zap 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 Firecracker
Arrows Firecracker Zap
Arrows
Arrows Firecracker
Zap Arrows Firecracker Mega Knight
Arrows Firecracker Electro Giant Bats Zap
Arrows Firecracker
Arrows Zap Firecracker
Arrows Zap Firecracker
Bats Goblin Gang
Firecracker Zap Arrows
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Bats
Zap Arrows Firecracker Mega Knight
Zap Arrows Firecracker Electro Giant Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Firecracker Electro Giant Mega Knight
Inferno Dragon
Arrows Firecracker Zap
Zap Arrows Mega Knight
Zap Arrows Firecracker
Bats Zap Arrows Firecracker Electro Giant
Zap Bats Firecracker Electro Giant
Zap Arrows Mega Knight
Zap Arrows Firecracker
Mega Knight
Arrows Firecracker
Zap Bats Goblin Gang
Zap Arrows Firecracker
Arrows
Goblin Gang Firecracker Mega Knight
Arrows Zap Firecracker
Zap Arrows Electro Giant
Firecracker Mega Knight
Zap Electro Giant Bats Goblin Gang Firecracker
Firecracker Bats Zap
Zap Firecracker Electro Giant Mega Knight
Inferno Dragon
Firecracker Mega Knight

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