My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

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.

Knight Firecracker Elixir Golem Giant Skeleton Royal Ghost Inferno Dragon

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem Royal Ghost

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.

Goblins Knight Elixir Golem Giant Skeleton Royal Ghost

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 Giant Skeleton Royal Ghost

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
Elixir Golem Giant Skeleton Inferno Dragon
Giant Snowball
Goblins Inferno Dragon
Zap
Goblins Firecracker Inferno Dragon
Barbarian Barrel
Goblins Knight Firecracker Elixir Golem Giant Skeleton Royal Ghost
The Log
Goblins Firecracker Elixir Golem Giant Skeleton
Earthquake
Firecracker Elixir Golem
Arrows
Goblins Firecracker
Royal Delivery
Goblins Knight Firecracker Elixir Golem Giant Skeleton Royal Ghost Inferno Dragon
Fireball
Firecracker Elixir Golem Inferno Dragon
Poison
Firecracker Elixir Golem
Lightning
Knight Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Royal Ghost

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.

Arrows Knight Elixir Golem Giant Skeleton Royal Ghost Inferno Dragon

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.

Goblins

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.

Goblins Arrows Knight Firecracker Elixir Golem Royal Ghost Inferno Dragon Giant Skeleton

Shortest cycle

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

11 Goblins Arrows Knight Firecracker

Attack Synergies 2 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.

Goblins
Arrows
Knight Elixir Golem Giant Skeleton
Knight
Firecracker Arrows
Firecracker
Knight Elixir Golem Giant Skeleton Inferno Dragon
Elixir Golem
Firecracker Arrows Royal Ghost Inferno Dragon
Giant Skeleton
Arrows Firecracker
Royal Ghost
Elixir Golem
Inferno Dragon
Firecracker Elixir Golem

Defense Synergies 1 6

Goblins
Knight Firecracker Giant Skeleton
Arrows
Knight Giant Skeleton
Knight
Firecracker Goblins Arrows
Firecracker
Knight Goblins Giant Skeleton
Elixir Golem
Giant Skeleton
Goblins Arrows Firecracker
Royal Ghost
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.

Knight Firecracker
Inferno Dragon Goblins Knight Firecracker
Goblins Knight Giant Skeleton Inferno Dragon
Inferno Dragon Goblins Knight Firecracker
Arrows Firecracker Giant Skeleton
Arrows Goblins Firecracker Royal Ghost
Inferno Dragon Arrows Firecracker
Arrows Giant Skeleton
Inferno Dragon Goblins
Knight Goblins Firecracker Giant Skeleton Royal Ghost
Goblins Arrows Knight Firecracker Giant Skeleton Royal Ghost
Arrows Inferno Dragon Firecracker
Knight Giant Skeleton
Goblins Arrows Firecracker Royal Ghost
Inferno Dragon Knight
Inferno Dragon
Goblins Arrows Knight Firecracker
Arrows Goblins Knight Firecracker Royal Ghost
Arrows Knight Firecracker Giant Skeleton Royal Ghost Inferno Dragon
Inferno Dragon
Royal Ghost Goblins Arrows Knight Firecracker Giant Skeleton

Counters to secondary win conditions

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

Knight Goblins Giant Skeleton Royal Ghost
Arrows Knight Firecracker Royal Ghost Inferno Dragon
Giant Skeleton Goblins Knight
Giant Skeleton Knight
Giant Skeleton Knight Inferno Dragon
Arrows Firecracker
Goblins Knight Giant Skeleton
Giant Skeleton Knight Inferno Dragon
Giant Skeleton Goblins Knight Firecracker Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Knight
Firecracker
Goblins Knight Firecracker Giant Skeleton Inferno Dragon
Arrows Firecracker Giant Skeleton Royal Ghost Inferno Dragon
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 Giant Skeleton Royal Ghost
Arrows Firecracker Royal Ghost
Arrows Giant Skeleton
Arrows Knight Firecracker Giant Skeleton
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Goblins
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Giant Skeleton
Arrows
Arrows
Arrows Firecracker
Inferno Dragon
Arrows Firecracker Royal Ghost
Arrows
Arrows Firecracker
Arrows Firecracker
Firecracker
Arrows
Arrows Firecracker
Giant Skeleton
Arrows Firecracker
Arrows Firecracker
Arrows
Knight Firecracker
Arrows Firecracker
Arrows Giant Skeleton
Firecracker
Firecracker Giant Skeleton
Firecracker
Firecracker Giant Skeleton Royal Ghost

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