My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Gang Firecracker Rascals

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.

Firecracker Rascals Elixir Golem Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Royal Hogs Wall Breakers

Damage spells

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

Rage

Punishments

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

Goblin Gang Elixir Golem Royal Hogs Wall Breakers 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.

Goblin Gang Rascals Elixir Golem Royal Hogs Wall Breakers 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 Royal Hogs

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 Elixir Golem Royal Hogs Wall Breakers
Giant Snowball
Goblin Gang Royal Hogs Wall Breakers
Zap
Goblin Gang Firecracker Royal Hogs Wall Breakers
Barbarian Barrel
Goblin Gang Firecracker Rascals Elixir Golem Royal Hogs Wall Breakers
The Log
Goblin Gang Firecracker Rascals Elixir Golem Royal Hogs Wall Breakers
Earthquake
Goblin Gang Firecracker Elixir Golem Royal Hogs
Arrows
Goblin Gang Firecracker Rascals Royal Hogs Wall Breakers
Royal Delivery
Goblin Gang Firecracker Rascals Elixir Golem Royal Hogs Wall Breakers
Fireball
Goblin Gang Firecracker Rascals Elixir Golem Royal Hogs Wall Breakers
Poison
Goblin Gang Firecracker Rascals Elixir Golem Royal Hogs
Lightning
Rocket
Rascals Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

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.

Elixir Golem Rage 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Rage Goblin Gang Firecracker Elixir Golem Rascals Royal Hogs Mega Knight

Shortest cycle

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

10 Wall Breakers Rage Goblin Gang Firecracker

Attack Synergies 2 10

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.

Goblin Gang
Firecracker Elixir Golem Royal Hogs
Firecracker
Elixir Golem Goblin Gang Rascals Royal Hogs Wall Breakers Mega Knight
Rascals
Firecracker Wall Breakers
Elixir Golem
Firecracker Rage Goblin Gang
Royal Hogs
Goblin Gang Firecracker Mega Knight
Wall Breakers
Firecracker Rascals Mega Knight
Rage
Elixir Golem
Mega Knight
Firecracker Royal Hogs Wall Breakers

Defense Synergies 0 4

Goblin Gang
Firecracker Rascals
Firecracker
Goblin Gang Rascals Mega Knight
Rascals
Goblin Gang Firecracker
Elixir Golem
Royal Hogs
Wall Breakers
Rage
Mega Knight
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.

Firecracker
Goblin Gang Firecracker Rascals Mega Knight
Goblin Gang Mega Knight Rascals
Goblin Gang Firecracker Rascals Mega Knight
Firecracker Mega Knight
Goblin Gang Firecracker Rascals Mega Knight
Goblin Gang Firecracker Rascals
Rascals Mega Knight
Goblin Gang Rascals
Goblin Gang Firecracker Rascals Mega Knight
Goblin Gang Firecracker Rascals Mega Knight
Goblin Gang Firecracker Rascals
Mega Knight Goblin Gang Rascals
Mega Knight Goblin Gang Firecracker Rascals
Goblin Gang Rascals Mega Knight
Goblin Gang Rascals Mega Knight
Mega Knight Goblin Gang Firecracker Rascals
Mega Knight Goblin Gang Firecracker Rascals
Firecracker Rascals Mega Knight
Goblin Gang Rascals Mega Knight Firecracker

Counters to secondary win conditions

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

Goblin Gang Rascals Mega Knight
Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Rascals
Goblin Gang Mega Knight Rascals
Goblin Gang Rascals Mega Knight
Firecracker Goblin Gang Rascals
Goblin Gang Rascals
Mega Knight Rascals
Mega Knight Firecracker
Goblin Gang
Mega Knight Rascals
Mega Knight
Rascals Mega Knight Goblin Gang
Firecracker Rascals Mega Knight
Goblin Gang Rascals Firecracker
Mega Knight Firecracker Rascals

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.)

Firecracker Rascals
Firecracker
Firecracker Rascals
Firecracker Mega Knight
Firecracker
Firecracker
Firecracker
Firecracker
Goblin Gang
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Mega Knight
Firecracker Mega Knight
Mega Knight
Firecracker Mega Knight
Firecracker
Mega Knight
Firecracker
Firecracker
Firecracker
Mega Knight
Firecracker
Mega Knight
Firecracker
Goblin Gang
Firecracker
Goblin Gang Firecracker Rascals Mega Knight
Firecracker
Firecracker Mega Knight
Goblin Gang Firecracker Rascals
Firecracker
Firecracker Mega Knight

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