My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

Dart Goblin Witch

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.

Royal Giant Witch Mega Knight Goblinstein

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

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.

Royal Giant Goblin Barrel Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Royal Giant Dart Goblin 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.

Electro Spirit Goblin Barrel

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
Royal Giant Goblin Barrel
Giant Snowball
Dart Goblin Goblin Barrel Witch
Zap
Royal Giant Dart Goblin Goblin Barrel Witch
Barbarian Barrel
Electro Spirit Dart Goblin Goblin Barrel Witch
The Log
Electro Spirit Royal Giant Dart Goblin Goblin Barrel Witch
Earthquake
Goblin Barrel Witch
Arrows
Electro Spirit Dart Goblin Goblin Barrel Witch
Royal Delivery
Electro Spirit Dart Goblin Goblin Barrel Witch
Fireball
Dart Goblin Goblin Barrel Witch
Poison
Dart Goblin Witch
Lightning
Witch Goblinstein
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows 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.

Electro Spirit Arrows Mega Knight

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 Goblin Barrel

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.

Dart Goblin Goblin Barrel Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Arrows Dart Goblin Goblin Barrel Witch Goblinstein Royal Giant Mega Knight

Shortest cycle

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

10 Electro Spirit Arrows Dart Goblin Goblin Barrel

Attack Synergies 4 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.

Electro Spirit
Royal Giant
Arrows
Royal Giant Goblin Barrel Mega Knight
Royal Giant
Arrows Dart Goblin Goblin Barrel Electro Spirit Witch
Dart Goblin
Royal Giant Goblin Barrel Mega Knight
Goblin Barrel
Royal Giant Dart Goblin Arrows Mega Knight
Witch
Royal Giant Mega Knight
Mega Knight
Arrows Dart Goblin Goblin Barrel Witch
Goblinstein

Defense Synergies 1 2

Electro Spirit
Arrows
Mega Knight
Royal Giant
Dart Goblin
Mega Knight
Goblin Barrel
Witch
Mega Knight
Mega Knight
Arrows Dart Goblin Witch
Goblinstein

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.

Dart Goblin
Dart Goblin Witch Mega Knight
Witch Mega Knight Dart Goblin
Witch Dart Goblin Mega Knight
Arrows Mega Knight
Arrows Electro Spirit Dart Goblin Mega Knight
Dart Goblin Electro Spirit Arrows Witch
Electro Spirit Arrows Dart Goblin Mega Knight
Witch
Dart Goblin Mega Knight
Dart Goblin Witch Electro Spirit Arrows Mega Knight
Arrows Dart Goblin Witch
Mega Knight Witch
Mega Knight Electro Spirit Arrows Dart Goblin Witch
Mega Knight
Mega Knight
Mega Knight Arrows Witch
Arrows Mega Knight Electro Spirit Dart Goblin Witch
Arrows Witch Electro Spirit Dart Goblin Mega Knight
Dart Goblin
Mega Knight Electro Spirit Arrows Dart Goblin Witch

Counters to secondary win conditions

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

Mega Knight Witch
Arrows Mega Knight
Mega Knight Witch
Mega Knight
Witch Mega Knight
Arrows Electro Spirit Dart Goblin Witch
Dart Goblin Witch
Mega Knight
Mega Knight Electro Spirit Witch
Witch Dart Goblin
Mega Knight Dart Goblin Witch
Mega Knight Arrows
Mega Knight Witch
Dart Goblin Witch Mega Knight
Witch Electro Spirit Dart Goblin
Arrows Mega Knight Electro Spirit Dart Goblin Witch
Electro Spirit 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 Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Mega Knight
Arrows Electro Spirit Dart Goblin Witch
Arrows Dart Goblin Witch
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin Witch
Arrows Dart Goblin Mega Knight
Arrows
Arrows Dart Goblin Mega Knight
Arrows Dart Goblin Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Electro Spirit Witch Mega Knight
Witch
Arrows Dart Goblin Witch
Arrows Witch Mega Knight
Arrows Dart Goblin
Arrows Dart Goblin Witch
Electro Spirit Dart Goblin Witch
Arrows Dart Goblin Mega Knight
Electro Spirit Arrows
Mega Knight
Arrows
Electro Spirit Dart Goblin Witch
Arrows Dart Goblin Witch
Arrows
Dart Goblin Mega Knight
Arrows Dart Goblin
Arrows
Dart Goblin Mega Knight
Electro Spirit Dart Goblin Witch
Dart Goblin Witch
Dart Goblin Witch Mega Knight
Dart Goblin Mega Knight

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