My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Goblin Gang Musketeer

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 Royal Giant Musketeer Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Rage

Punishments

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

Goblin Gang Royal 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.

Goblins Goblin Gang Royal Giant Mega Knight

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 Royal Giant
Giant Snowball
Goblins Bats Goblin Gang Musketeer
Zap
Goblins Bats Goblin Gang Royal Giant
Barbarian Barrel
Goblins Goblin Gang Musketeer
The Log
Goblins Goblin Gang Royal Giant Musketeer
Earthquake
Goblin Gang
Arrows
Goblins Bats Goblin Gang
Royal Delivery
Goblins Bats Goblin Gang Musketeer
Fireball
Goblin Gang Musketeer
Poison
Bats Goblin Gang Musketeer
Lightning
Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

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.

Bats Arrows Rage 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

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 Goblin Gang Musketeer

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.

Goblins Bats Rage Arrows Goblin Gang Musketeer Royal Giant Mega Knight

Shortest cycle

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

9 Goblins Bats Rage Arrows

Attack Synergies 3 6

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
Royal Giant
Bats
Royal Giant Mega Knight Rage
Arrows
Royal Giant Mega Knight
Goblin Gang
Royal Giant
Royal Giant
Bats Arrows Goblins Goblin Gang Musketeer
Musketeer
Royal Giant Mega Knight
Rage
Bats
Mega Knight
Bats Arrows Musketeer

Defense Synergies 2 4

Goblins
Musketeer
Bats
Musketeer Mega Knight
Arrows
Mega Knight
Goblin Gang
Musketeer
Royal Giant
Musketeer
Goblin Gang Goblins Bats Mega Knight
Rage
Mega Knight
Arrows Bats Musketeer

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.

Musketeer
Goblins Bats Goblin Gang Musketeer Mega Knight
Goblin Gang Mega Knight Goblins Bats Musketeer
Goblins Bats Goblin Gang Musketeer Mega Knight
Arrows Mega Knight
Arrows Goblin Gang Goblins Bats Musketeer Mega Knight
Bats Musketeer Arrows Goblin Gang
Arrows Musketeer Mega Knight
Goblins Goblin Gang Musketeer
Goblin Gang Goblins Musketeer Mega Knight
Goblins Bats Goblin Gang Arrows Musketeer Mega Knight
Arrows Musketeer Bats Goblin Gang
Mega Knight Bats Goblin Gang Musketeer
Mega Knight Goblins Bats Arrows Goblin Gang
Goblin Gang Mega Knight
Goblin Gang Mega Knight
Mega Knight Goblins Bats Arrows Goblin Gang Musketeer
Arrows Mega Knight Goblins Bats Goblin Gang Musketeer
Arrows Bats Musketeer Mega Knight
Musketeer
Goblin Gang Mega Knight Goblins Bats Arrows Musketeer

Counters to secondary win conditions

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

Goblin Gang Mega Knight Goblins
Arrows Goblin Gang Musketeer Mega Knight
Goblin Gang Mega Knight Goblins Bats Musketeer
Goblin Gang Mega Knight Bats Musketeer
Goblin Gang Musketeer Mega Knight
Arrows Bats Goblin Gang Musketeer
Goblin Gang Goblins Bats Musketeer
Mega Knight
Mega Knight Goblins Bats
Goblin Gang Musketeer
Mega Knight Bats Musketeer
Mega Knight Arrows
Mega Knight Goblin Gang
Musketeer Mega Knight
Goblin Gang Goblins Bats Musketeer
Bats Arrows Mega Knight Musketeer
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 Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer
Arrows Mega Knight
Arrows Bats Musketeer
Arrows Musketeer
Arrows
Arrows
Goblins Bats Goblin Gang Musketeer
Arrows Musketeer
Arrows Musketeer
Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Mega Knight
Arrows
Bats
Arrows Musketeer Mega Knight
Arrows Mega Knight
Musketeer Mega Knight
Arrows
Musketeer
Arrows Musketeer
Arrows Mega Knight
Arrows Musketeer
Arrows Musketeer Mega Knight
Arrows Musketeer
Bats Arrows Musketeer
Bats Musketeer
Arrows Musketeer Mega Knight
Arrows
Mega Knight
Arrows
Bats Goblin Gang Musketeer
Arrows Musketeer
Arrows
Goblin Gang Musketeer Mega Knight
Arrows Musketeer
Arrows
Musketeer Mega Knight
Bats Goblin Gang Musketeer
Bats Musketeer
Musketeer Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: