My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bomber Bats Knight Firecracker Battle Ram Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows

Punishments

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows 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 Arrows Knight Battle Ram 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Arrows Knight Goblin Gang Firecracker Battle Ram Mega Knight

Shortest cycle

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

10 Bomber Bats Arrows Knight

Attack Synergies 5 13

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.

Bomber
Bats Knight Battle Ram Mega Knight
Bats
Knight Mega Knight Bomber Firecracker Battle Ram
Arrows
Knight Battle Ram Mega Knight
Knight
Bats Goblin Gang Firecracker Battle Ram Bomber Arrows
Goblin Gang
Knight Firecracker Battle Ram
Firecracker
Knight Bats Goblin Gang Battle Ram Mega Knight
Battle Ram
Knight Bomber Bats Arrows Goblin Gang Firecracker
Mega Knight
Bats Bomber Arrows Firecracker

Defense Synergies 5 6

Bomber
Knight Bats
Bats
Knight Bomber Firecracker Mega Knight
Arrows
Mega Knight Knight
Knight
Bomber Bats Goblin Gang Firecracker Arrows
Goblin Gang
Knight Firecracker
Firecracker
Knight Bats Goblin Gang Mega Knight
Battle Ram
Mega Knight
Arrows Bats Firecracker

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.

Bomber Knight Firecracker
Bats Knight Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Bomber Bats Knight
Bats Knight Goblin Gang Firecracker Mega Knight
Bomber Arrows Firecracker Mega Knight
Arrows Goblin Gang Bomber Bats Firecracker Mega Knight
Bats Arrows Goblin Gang Firecracker
Arrows Mega Knight
Goblin Gang
Knight Goblin Gang Bomber Firecracker Mega Knight
Bats Goblin Gang Bomber Arrows Knight Firecracker Mega Knight
Arrows Bats Goblin Gang Firecracker
Mega Knight Bomber Bats Knight Goblin Gang
Bomber Mega Knight Bats Arrows Goblin Gang Firecracker
Knight Goblin Gang Mega Knight
Goblin Gang Mega Knight
Mega Knight Bomber Bats Arrows Knight Goblin Gang Firecracker
Arrows Mega Knight Bomber Bats Knight Goblin Gang Firecracker
Arrows Bomber Bats Knight Firecracker Mega Knight
Bomber Goblin Gang Mega Knight Bats Arrows Knight Firecracker

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight
Bomber Arrows Knight Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Bats Knight
Goblin Gang Mega Knight Bats Knight
Knight Goblin Gang Mega Knight
Arrows Firecracker Bats Goblin Gang
Goblin Gang Bats Knight
Mega Knight Knight
Mega Knight Bats Knight Firecracker
Goblin Gang
Mega Knight Bats Knight
Mega Knight Arrows
Mega Knight Knight Goblin Gang
Bomber Firecracker Mega Knight
Goblin Gang Bomber Bats Knight Firecracker
Bats Arrows Mega Knight Bomber Firecracker
Bomber 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
Arrows
Arrows Knight Firecracker
Bomber Arrows Firecracker Mega Knight
Arrows Firecracker Bats
Bomber Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats Goblin Gang
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Bomber Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Bomber Bats
Bomber Arrows Firecracker Mega Knight
Bomber Arrows Firecracker Mega Knight
Mega Knight
Arrows
Arrows
Arrows Firecracker Bomber Mega Knight
Arrows Firecracker
Arrows Mega Knight
Arrows Firecracker
Bats Arrows Firecracker
Bats Firecracker
Bomber Arrows Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Bats Goblin Gang
Arrows Firecracker
Arrows
Knight Goblin Gang Firecracker Mega Knight
Arrows Bomber Firecracker
Arrows
Firecracker Mega Knight
Bats Goblin Gang Firecracker
Firecracker Bats
Firecracker Mega Knight
Firecracker Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: