My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
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!

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 Rascals Phoenix Night 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.

Bats Rascals Royal Recruits Phoenix Night Witch

Offensive cards

Win conditions

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

Missing

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 Royal Recruits

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 Royal Recruits Phoenix

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 Recruits Guards Phoenix Night Witch
Giant Snowball
Bats Goblin Gang Royal Recruits Guards Night Witch
Zap
Bats Goblin Gang Guards Night Witch
Barbarian Barrel
Goblin Gang Rascals Royal Recruits Guards Night Witch
The Log
Goblin Gang Rascals Royal Recruits Guards
Earthquake
Goblin Gang Guards
Arrows
Bats Goblin Gang Rascals Royal Recruits Guards Night Witch
Royal Delivery
Bats Goblin Gang Rascals Royal Recruits Guards Night Witch
Fireball
Goblin Gang Rascals Night Witch
Poison
Bats Goblin Gang Rascals Royal Recruits Guards Phoenix Night Witch
Lightning
Phoenix Night Witch
Rocket
Rascals Phoenix Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Royal Recruits Guards Night Witch

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.

Bats Arrows Goblin Gang Guards Phoenix Night Witch Rascals Royal Recruits

Shortest cycle

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

11 Bats Arrows Goblin Gang Guards

Attack Synergies 0 5

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.

Bats
Rascals Royal Recruits
Arrows
Phoenix Night Witch
Goblin Gang
Royal Recruits
Rascals
Bats
Royal Recruits
Bats Goblin Gang
Guards
Phoenix
Arrows
Night Witch
Arrows

Defense Synergies 0 6

Bats
Rascals Royal Recruits
Arrows
Phoenix
Goblin Gang
Rascals Royal Recruits Guards
Rascals
Bats Goblin Gang
Royal Recruits
Bats Goblin Gang
Guards
Goblin Gang
Phoenix
Arrows
Night 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.

Royal Recruits
Bats Goblin Gang Rascals Royal Recruits Phoenix Night Witch
Goblin Gang Bats Rascals Royal Recruits Night Witch
Royal Recruits Night Witch Bats Goblin Gang Rascals Guards Phoenix
Arrows Royal Recruits
Arrows Goblin Gang Bats Rascals Guards Night Witch
Bats Arrows Goblin Gang Rascals Phoenix Night Witch
Arrows Rascals Royal Recruits Phoenix
Goblin Gang Rascals Royal Recruits Phoenix Night Witch
Goblin Gang Guards Rascals Royal Recruits Phoenix Night Witch
Bats Goblin Gang Guards Arrows Rascals Royal Recruits Night Witch
Arrows Bats Goblin Gang Rascals Phoenix Night Witch
Royal Recruits Night Witch Bats Goblin Gang Rascals Guards
Bats Arrows Goblin Gang Rascals Royal Recruits Guards Night Witch
Royal Recruits Goblin Gang Rascals Phoenix
Goblin Gang Rascals Royal Recruits
Bats Arrows Goblin Gang Rascals Royal Recruits Night Witch
Arrows Bats Goblin Gang Rascals Royal Recruits Guards Night Witch
Arrows Bats Rascals Royal Recruits Guards
Royal Recruits Phoenix
Goblin Gang Rascals Royal Recruits Bats Arrows Guards Night Witch

Counters to secondary win conditions

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

Goblin Gang Rascals Royal Recruits Guards
Arrows Goblin Gang Phoenix
Goblin Gang Royal Recruits Guards Bats Rascals
Goblin Gang Royal Recruits Guards Bats Rascals Phoenix Night Witch
Royal Recruits Goblin Gang Rascals Guards Phoenix Night Witch
Arrows Bats Goblin Gang Rascals
Goblin Gang Rascals Royal Recruits Guards Bats Phoenix Night Witch
Rascals Royal Recruits Phoenix
Royal Recruits Bats Phoenix
Royal Recruits Goblin Gang Guards Phoenix
Bats Rascals Royal Recruits Guards Phoenix
Royal Recruits Arrows Guards Phoenix
Rascals Royal Recruits Goblin Gang Guards Night Witch
Royal Recruits Rascals
Goblin Gang Rascals Royal Recruits Guards Phoenix Bats Night Witch
Bats Arrows Rascals Royal Recruits Phoenix
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 Rascals Royal Recruits Guards
Arrows
Arrows
Arrows Rascals Royal Recruits Guards
Arrows
Arrows Bats
Arrows
Arrows
Arrows
Bats Goblin Gang Guards Night Witch
Arrows Royal Recruits
Arrows
Arrows
Arrows
Arrows
Arrows Royal Recruits
Arrows
Bats Night Witch
Arrows
Arrows
Night Witch
Arrows
Arrows Royal Recruits
Arrows
Arrows
Arrows
Arrows
Bats Arrows Night Witch
Bats Guards
Night Witch
Arrows Night Witch
Arrows
Arrows
Bats Goblin Gang Royal Recruits Guards Night Witch
Arrows
Arrows
Goblin Gang Rascals
Arrows
Arrows
Royal Recruits
Bats Goblin Gang Rascals Royal Recruits Guards
Bats
Royal Recruits

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