My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Firecracker Mega Knight

Offensive cards

Win conditions

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

Mortar

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.

Goblin Gang Mortar 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.

Electro Spirit Goblin Gang Mortar 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 Firecracker

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
Skeletons Bats Goblin Gang
Giant Snowball
Skeletons Bats Goblin Gang
Zap
Skeletons Bats Goblin Gang Firecracker Mortar
Barbarian Barrel
Skeletons Electro Spirit Goblin Gang Firecracker Mortar
The Log
Skeletons Electro Spirit Goblin Gang Firecracker
Earthquake
Skeletons Goblin Gang Firecracker Mortar
Arrows
Skeletons Electro Spirit Bats Goblin Gang Firecracker
Royal Delivery
Skeletons Electro Spirit Bats Goblin Gang Firecracker
Fireball
Goblin Gang Firecracker Mortar
Poison
Bats Goblin Gang Firecracker Mortar
Lightning
Mortar
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker Mortar 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 Bats Arrows 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bats Arrows Goblin Gang Firecracker Mortar Mega Knight

Shortest cycle

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

7 Skeletons Electro Spirit Bats Arrows

Attack Synergies 1 8

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.

Skeletons
Electro Spirit
Bats
Mega Knight Firecracker Mortar
Arrows
Mortar Mega Knight
Goblin Gang
Firecracker Mortar
Firecracker
Bats Goblin Gang Mortar Mega Knight
Mortar
Bats Arrows Goblin Gang Firecracker
Mega Knight
Bats Arrows Firecracker

Defense Synergies 1 12

Skeletons
Electro Spirit Bats Firecracker Mortar
Electro Spirit
Skeletons
Bats
Skeletons Firecracker Mortar Mega Knight
Arrows
Mega Knight Mortar
Goblin Gang
Firecracker Mortar
Firecracker
Skeletons Bats Goblin Gang Mortar Mega Knight
Mortar
Skeletons Bats Arrows Goblin Gang Firecracker
Mega Knight
Arrows Bats 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 Mortar
Skeletons Bats Goblin Gang Firecracker Mortar Mega Knight
Goblin Gang Mortar Mega Knight Skeletons Bats
Skeletons Bats Goblin Gang Firecracker Mortar Mega Knight
Arrows Firecracker Mega Knight
Arrows Goblin Gang Skeletons Electro Spirit Bats Firecracker Mega Knight
Bats Electro Spirit Arrows Goblin Gang Firecracker Mortar
Electro Spirit Arrows Mega Knight
Skeletons Goblin Gang Mortar
Goblin Gang Skeletons Firecracker Mega Knight
Bats Goblin Gang Skeletons Electro Spirit Arrows Firecracker Mega Knight
Arrows Bats Goblin Gang Firecracker
Mortar Mega Knight Skeletons Bats Goblin Gang
Mega Knight Electro Spirit Bats Arrows Goblin Gang Firecracker Mortar
Goblin Gang Mortar Mega Knight
Goblin Gang Mortar Mega Knight
Mega Knight Skeletons Bats Arrows Goblin Gang Firecracker Mortar
Arrows Mortar Mega Knight Electro Spirit Bats Goblin Gang Firecracker
Arrows Mortar Electro Spirit Bats Firecracker Mega Knight
Mortar
Goblin Gang Mega Knight Electro Spirit Bats Arrows Firecracker

Counters to secondary win conditions

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

Goblin Gang Mega Knight Skeletons
Arrows Goblin Gang Firecracker Mortar Mega Knight
Goblin Gang Mega Knight Skeletons Bats
Goblin Gang Mega Knight Bats
Skeletons Goblin Gang Mega Knight
Arrows Firecracker Skeletons Electro Spirit Bats Goblin Gang
Goblin Gang Skeletons Bats
Mega Knight
Mega Knight Skeletons Electro Spirit Bats Firecracker Mortar
Skeletons Goblin Gang
Mega Knight Bats
Mega Knight Arrows
Mega Knight Skeletons Goblin Gang
Firecracker Mega Knight
Goblin Gang Skeletons Electro Spirit Bats Firecracker Mortar
Bats Arrows Mega Knight Electro Spirit Firecracker
Arrows Mortar

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 Firecracker Mortar
Arrows Firecracker Mortar
Arrows
Arrows Firecracker
Arrows Firecracker Mortar Mega Knight
Arrows Firecracker Electro Spirit Bats
Arrows Firecracker Mortar
Arrows Firecracker
Arrows Firecracker Mortar
Bats Goblin Gang
Firecracker Arrows Mortar
Arrows Firecracker
Firecracker Mortar
Arrows Firecracker Mortar
Arrows Firecracker Mortar
Arrows Firecracker Mortar
Arrows Firecracker Mortar Mega Knight
Arrows Mortar
Bats
Arrows Firecracker Mortar Mega Knight
Arrows Firecracker Mortar Mega Knight
Mega Knight
Arrows
Arrows Mortar
Arrows Firecracker Electro Spirit Mortar Mega Knight
Arrows Firecracker Mortar
Arrows Mortar Mega Knight
Arrows Firecracker Mortar
Bats Arrows Firecracker
Electro Spirit Bats Firecracker
Arrows Mortar Mega Knight
Electro Spirit Arrows Firecracker
Mega Knight
Arrows Firecracker
Electro Spirit Bats Goblin Gang
Arrows Firecracker
Arrows
Goblin Gang Firecracker Mega Knight
Arrows Firecracker Mortar
Arrows
Firecracker Mega Knight
Electro Spirit Bats Goblin Gang Firecracker
Firecracker Bats
Firecracker Mortar Mega Knight

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