My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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 Archer Queen

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 Prince Mega Knight Archer Queen

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap

Punishments

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

Goblin Gang Prince 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.

Knight Goblin Gang Prince Mega Knight Archer Queen

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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 Knight Prince 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 Knight Goblin Gang Firecracker Prince Archer Queen Mega Knight

Shortest cycle

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

10 Bats Zap Knight Goblin Gang

Attack Synergies 7 12

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 Mega Knight Zap Firecracker Prince
Zap
Firecracker Prince Bats Knight Mega Knight
Knight
Bats Goblin Gang Firecracker Zap Prince Archer Queen
Goblin Gang
Knight Firecracker Prince
Firecracker
Zap Knight Bats Goblin Gang Prince Mega Knight
Prince
Zap Mega Knight Bats Knight Goblin Gang Firecracker
Mega Knight
Bats Prince Zap Firecracker Archer Queen
Archer Queen
Knight Mega Knight

Defense Synergies 5 14

Bats
Knight Zap Firecracker Prince Mega Knight
Zap
Mega Knight Bats Knight Goblin Gang Firecracker Prince Archer Queen
Knight
Bats Goblin Gang Firecracker Archer Queen Zap
Goblin Gang
Knight Zap Firecracker Prince Archer Queen
Firecracker
Knight Bats Zap Goblin Gang Prince Mega Knight
Prince
Bats Zap Goblin Gang Firecracker
Mega Knight
Zap Bats Firecracker
Archer Queen
Knight Zap Goblin Gang

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 Knight Firecracker
Bats Zap Knight Goblin Gang Firecracker Prince Mega Knight
Goblin Gang Prince Mega Knight Bats Knight
Prince Bats Knight Goblin Gang Firecracker Mega Knight
Firecracker Prince Mega Knight
Goblin Gang Bats Zap Firecracker Mega Knight
Bats Zap Goblin Gang Firecracker
Zap Mega Knight
Goblin Gang Prince Archer Queen
Knight Goblin Gang Firecracker Prince Mega Knight
Bats Goblin Gang Zap Knight Firecracker Mega Knight
Bats Zap Goblin Gang Firecracker
Prince Mega Knight Bats Zap Knight Goblin Gang
Mega Knight Bats Zap Goblin Gang Firecracker Prince
Knight Goblin Gang Prince Mega Knight
Zap Goblin Gang Prince Mega Knight
Mega Knight Bats Knight Goblin Gang Firecracker Prince
Mega Knight Bats Zap Knight Goblin Gang Firecracker Prince
Zap Bats Knight Firecracker Mega Knight
Prince
Goblin Gang Mega Knight Bats Knight Firecracker Prince
Archer Queen

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Zap Prince
Zap Knight Goblin Gang Firecracker Prince Mega Knight
Goblin Gang Mega Knight Bats Zap Knight Prince
Goblin Gang Prince Mega Knight Bats Zap Knight
Knight Goblin Gang Prince Mega Knight
Firecracker Bats Zap Goblin Gang
Goblin Gang Prince Bats Knight
Mega Knight Knight Prince
Zap Mega Knight Bats Knight Firecracker Prince
Goblin Gang
Mega Knight Bats Knight Prince
Mega Knight Zap Prince Archer Queen
Prince Mega Knight Knight Goblin Gang
Firecracker Mega Knight
Goblin Gang Bats Zap Knight Firecracker Prince Archer Queen
Bats Mega Knight Zap Firecracker Archer Queen
Zap

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.)

Knight Firecracker
Firecracker Zap
Knight Firecracker Prince
Zap Firecracker Mega Knight
Firecracker Bats Zap
Firecracker
Zap Firecracker
Zap Firecracker
Bats Goblin Gang Prince
Firecracker Zap Knight Prince
Zap Firecracker Archer Queen
Knight Firecracker
Firecracker
Zap Firecracker Prince
Zap Firecracker
Firecracker Mega Knight
Bats
Zap Firecracker Prince Mega Knight
Zap Firecracker Mega Knight
Prince Mega Knight
Prince
Zap
Zap Firecracker Mega Knight
Firecracker Zap
Zap Prince Mega Knight
Zap Firecracker
Bats Zap Firecracker
Zap Bats Firecracker
Zap Mega Knight
Zap Firecracker
Prince Mega Knight
Firecracker
Zap Bats Goblin Gang Prince
Zap Firecracker Archer Queen
Knight Goblin Gang Firecracker Prince Mega Knight
Zap Firecracker
Zap Archer Queen
Firecracker Prince Mega Knight Archer Queen
Zap Bats Goblin Gang Firecracker Archer Queen
Firecracker Bats Zap Archer Queen
Zap Firecracker Prince Mega Knight Archer Queen
Prince
Firecracker Mega Knight

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