My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Goblin Giant

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage Dark Prince Goblin Giant Mega Knight Goblinstein

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Zap Arrows

Punishments

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

Goblin Gang Dark Prince Goblin 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.

Goblin Gang Dark Prince Goblin Giant 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.

Dark Prince

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 Dark Prince
Giant Snowball
Goblin Gang
Zap
Goblin Gang Dark Prince Goblin Giant
Barbarian Barrel
Goblin Gang Goblin Cage Dark Prince
The Log
Goblin Gang Goblin Cage Dark Prince
Earthquake
Goblin Gang Goblin Cage
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Goblin Cage Dark Prince
Fireball
Goblin Gang Goblin Cage
Poison
Goblin Gang Goblin Cage
Lightning
Goblin Cage Dark Prince Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Dark Prince 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.

Arrows Dark Prince 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Goblin Gang Goblin Cage Dark Prince Goblinstein Goblin Giant Mega Knight

Shortest cycle

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

12 Zap Arrows Goblin Gang Goblin Cage

Attack Synergies 2 11

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.

Zap
Arrows Goblin Giant Goblin Cage Dark Prince Mega Knight
Arrows
Zap Dark Prince Goblin Giant Mega Knight
Goblin Gang
Goblin Cage Dark Prince Goblin Giant
Goblin Cage
Zap Goblin Gang Dark Prince
Dark Prince
Zap Arrows Goblin Gang Goblin Cage Goblin Giant
Goblin Giant
Zap Arrows Goblin Gang Dark Prince
Mega Knight
Zap Arrows
Goblinstein

Defense Synergies 3 7

Zap
Goblin Giant Mega Knight Arrows Goblin Gang Goblin Cage Dark Prince
Arrows
Mega Knight Zap Dark Prince
Goblin Gang
Zap Goblin Cage Dark Prince
Goblin Cage
Zap Goblin Gang
Dark Prince
Zap Arrows Goblin Gang
Goblin Giant
Zap
Mega Knight
Zap Arrows
Goblinstein

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.

Zap Goblin Cage Goblin Giant
Zap Goblin Gang Goblin Cage Dark Prince Mega Knight
Goblin Gang Goblin Cage Mega Knight Dark Prince
Goblin Cage Goblin Gang Dark Prince Mega Knight
Arrows Goblin Cage Dark Prince Mega Knight
Arrows Goblin Gang Zap Dark Prince Mega Knight
Zap Arrows Goblin Gang Goblin Cage
Zap Arrows Goblin Cage Goblin Giant Mega Knight
Goblin Gang Goblin Cage
Goblin Gang Dark Prince Mega Knight
Goblin Gang Zap Arrows Dark Prince Goblin Giant Mega Knight
Arrows Zap Goblin Gang
Goblin Cage Mega Knight Zap Goblin Gang Dark Prince
Mega Knight Zap Arrows Goblin Gang Goblin Cage Dark Prince
Goblin Gang Goblin Cage Mega Knight
Zap Goblin Gang Goblin Cage Mega Knight
Mega Knight Arrows Goblin Gang Goblin Cage Dark Prince
Arrows Goblin Cage Mega Knight Zap Goblin Gang Dark Prince
Zap Arrows Goblin Cage Dark Prince Mega Knight
Goblin Cage
Goblin Gang Dark Prince Mega Knight Arrows Goblin Giant

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Goblin Cage Dark Prince
Zap Arrows Goblin Gang Mega Knight
Goblin Gang Mega Knight Zap Goblin Cage Dark Prince Goblin Giant
Goblin Gang Dark Prince Mega Knight Zap Goblin Cage Goblin Giant
Goblin Gang Goblin Cage Dark Prince Goblin Giant Mega Knight
Arrows Zap Goblin Gang Goblin Giant
Goblin Gang Dark Prince Goblin Cage Goblin Giant
Mega Knight Goblin Cage Dark Prince Goblin Giant
Zap Goblin Cage Mega Knight Dark Prince
Goblin Gang Goblin Cage Goblin Giant
Mega Knight Goblin Cage Dark Prince
Mega Knight Zap Arrows Goblin Cage Dark Prince Goblin Giant
Dark Prince Mega Knight Goblin Gang Goblin Cage Goblin Giant
Goblin Cage Mega Knight
Goblin Gang Zap Goblin Cage Dark Prince Goblin Giant
Arrows Mega Knight Zap Goblin Cage Dark Prince
Zap Arrows Goblin Cage

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
Arrows Zap
Arrows Goblin Giant
Arrows Dark Prince
Zap Arrows Dark Prince Mega Knight
Arrows Zap Goblin Giant
Arrows
Arrows Zap
Arrows Zap
Goblin Gang
Zap Arrows Dark Prince
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Zap Arrows Dark Prince Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Dark Prince Mega Knight
Arrows Zap
Zap Arrows Mega Knight
Zap Arrows
Zap Arrows
Zap
Zap Arrows Mega Knight
Zap Arrows
Mega Knight
Arrows
Zap Goblin Gang Dark Prince
Zap Arrows
Arrows
Goblin Gang Dark Prince Mega Knight
Arrows Zap
Zap Arrows
Dark Prince Mega Knight
Zap Goblin Gang
Zap
Zap Dark Prince Goblin Giant Mega Knight
Mega Knight

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