My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Goblin Gang 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.

Witch Balloon Golem Mega Knight

Offensive cards

Win conditions

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

Balloon Golem

Damage spells

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

Fireball

Punishments

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

Goblin Gang Balloon Mega Knight

Pump responses

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

Fireball

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 Balloon Golem 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.

Balloon Golem

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
Goblin Gang Clone Balloon
Giant Snowball
Goblins Goblin Gang Clone Witch Balloon
Zap
Goblins Goblin Gang Clone Witch Balloon
Barbarian Barrel
Goblins Goblin Gang Clone Witch
The Log
Goblins Goblin Gang Clone Witch
Earthquake
Goblin Gang Clone Witch
Arrows
Goblins Goblin Gang Clone Witch
Royal Delivery
Goblins Goblin Gang Clone Witch Balloon
Fireball
Goblin Gang Clone Witch Balloon
Poison
Goblin Gang Clone Witch Balloon
Lightning
Witch Balloon
Rocket
Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Clone Golem 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.

Fireball

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 Fireball 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.

Goblins Goblin Gang Clone Fireball Witch Balloon Mega Knight Golem

Shortest cycle

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

12 Goblins Goblin Gang Clone Fireball

Attack Synergies 3 9

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
Goblin Gang
Clone Balloon Golem
Fireball
Golem Mega Knight
Clone
Balloon Golem Goblin Gang Witch
Witch
Clone Golem Mega Knight
Balloon
Clone Goblin Gang Golem Mega Knight
Golem
Fireball Clone Goblin Gang Witch Balloon
Mega Knight
Fireball Witch Balloon

Defense Synergies 0 2

Goblins
Goblin Gang
Fireball
Mega Knight
Clone
Witch
Mega Knight
Balloon
Golem
Mega Knight
Fireball Witch

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.

Fireball
Goblins Goblin Gang Witch Mega Knight
Goblin Gang Witch Mega Knight Goblins
Witch Goblins Goblin Gang Mega Knight
Fireball Mega Knight
Goblin Gang Fireball Goblins Mega Knight
Goblin Gang Fireball Witch
Fireball Mega Knight
Witch Goblins Goblin Gang
Goblin Gang Goblins Mega Knight
Goblins Goblin Gang Witch Fireball Mega Knight
Goblin Gang Fireball Witch
Mega Knight Goblin Gang Fireball Witch
Fireball Mega Knight Goblins Goblin Gang Witch
Goblin Gang Mega Knight
Goblin Gang Fireball Mega Knight
Mega Knight Goblins Goblin Gang Fireball Witch
Fireball Mega Knight Goblins Goblin Gang Witch
Witch Fireball Mega Knight
Goblin Gang Mega Knight Goblins Fireball Witch

Counters to secondary win conditions

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

Goblin Gang Mega Knight Goblins Fireball Witch
Fireball Goblin Gang Mega Knight
Goblin Gang Mega Knight Goblins Witch
Goblin Gang Mega Knight Fireball
Goblin Gang Witch Mega Knight
Fireball Goblin Gang Witch
Goblin Gang Goblins Fireball Witch
Mega Knight
Mega Knight Goblins Fireball Witch
Witch Goblin Gang
Mega Knight Witch
Mega Knight Fireball
Mega Knight Goblin Gang Fireball Witch
Fireball Witch Mega Knight
Goblin Gang Witch Goblins Fireball
Mega Knight Fireball Witch
Fireball

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.)

Fireball
Fireball
Fireball
Fireball
Fireball Mega Knight
Fireball Witch
Witch
Fireball
Fireball
Goblins Goblin Gang Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Witch
Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball Witch Mega Knight
Fireball Mega Knight
Fireball
Fireball
Fireball Witch Mega Knight
Witch
Fireball Witch
Fireball Witch Mega Knight
Fireball
Fireball Witch
Fireball Witch
Fireball
Fireball Mega Knight
Fireball
Mega Knight
Fireball
Goblin Gang Fireball Witch
Fireball Witch
Fireball
Fireball Goblin Gang Mega Knight
Fireball
Fireball
Mega Knight
Goblin Gang Fireball Witch
Fireball Witch
Fireball Witch Mega Knight
Fireball Mega Knight

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