My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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.

Bats Witch Giant Skeleton Sparky

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.

Zap Rage

Punishments

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

Goblin Gang Elite Barbarians

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 Elite Barbarians Giant Skeleton

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.

Elite Barbarians Giant Skeleton

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 Elite Barbarians Giant Skeleton Sparky
Giant Snowball
Bats Goblin Gang Witch
Zap
Bats Goblin Gang Witch Sparky
Barbarian Barrel
Goblin Gang Elite Barbarians Witch Giant Skeleton Sparky
The Log
Goblin Gang Elite Barbarians Witch Giant Skeleton Sparky
Earthquake
Goblin Gang Witch
Arrows
Bats Goblin Gang Witch
Royal Delivery
Bats Goblin Gang Elite Barbarians Witch Giant Skeleton Sparky
Fireball
Goblin Gang Elite Barbarians Witch Sparky
Poison
Bats Goblin Gang Witch Sparky
Lightning
Elite Barbarians Witch Sparky
Rocket
Elite Barbarians Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Sparky

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 Rage Giant Skeleton Sparky

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.

Elite Barbarians

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Goblin Gang Witch Elite Barbarians Giant Skeleton Sparky

Shortest cycle

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

9 Bats Zap Rage Goblin Gang

Attack Synergies 6 12

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
Giant Skeleton Zap Elite Barbarians Rage Sparky
Zap
Elite Barbarians Sparky Bats Witch Giant Skeleton
Goblin Gang
Giant Skeleton Sparky
Elite Barbarians
Zap Rage Bats Sparky
Rage
Elite Barbarians Witch Sparky Bats Giant Skeleton
Witch
Rage Zap Giant Skeleton
Giant Skeleton
Bats Zap Goblin Gang Rage Witch Sparky
Sparky
Zap Rage Bats Goblin Gang Elite Barbarians Giant Skeleton

Defense Synergies 0 11

Bats
Zap Giant Skeleton Sparky
Zap
Bats Goblin Gang Elite Barbarians Witch Giant Skeleton Sparky
Goblin Gang
Zap Giant Skeleton Sparky
Elite Barbarians
Zap
Rage
Witch
Zap Giant Skeleton
Giant Skeleton
Bats Zap Goblin Gang Witch
Sparky
Bats Zap Goblin Gang

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 Sparky
Elite Barbarians Sparky Bats Zap Goblin Gang Witch
Goblin Gang Witch Sparky Bats Elite Barbarians Giant Skeleton
Elite Barbarians Witch Sparky Bats Goblin Gang
Elite Barbarians Giant Skeleton Sparky
Goblin Gang Bats Zap
Bats Zap Goblin Gang Witch
Zap Giant Skeleton Sparky
Witch Sparky Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Giant Skeleton Sparky
Bats Goblin Gang Witch Zap Giant Skeleton
Bats Zap Goblin Gang Witch
Sparky Bats Zap Goblin Gang Elite Barbarians Witch Giant Skeleton
Sparky Bats Zap Goblin Gang Witch
Elite Barbarians Sparky Goblin Gang
Zap Goblin Gang Elite Barbarians Sparky
Sparky Bats Goblin Gang Elite Barbarians Witch
Bats Zap Goblin Gang Elite Barbarians Witch
Zap Witch Bats Giant Skeleton
Sparky Elite Barbarians
Goblin Gang Bats Elite Barbarians Witch Giant Skeleton Sparky

Counters to secondary win conditions

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

Goblin Gang Zap Elite Barbarians Witch Giant Skeleton Sparky
Zap Goblin Gang Elite Barbarians
Goblin Gang Giant Skeleton Bats Zap Elite Barbarians Witch Sparky
Goblin Gang Giant Skeleton Bats Zap Elite Barbarians Sparky
Giant Skeleton Goblin Gang Elite Barbarians Witch Sparky
Bats Zap Goblin Gang Witch
Goblin Gang Sparky Bats Elite Barbarians Witch Giant Skeleton
Giant Skeleton Elite Barbarians Sparky
Zap Giant Skeleton Bats Elite Barbarians Witch Sparky
Witch Goblin Gang Sparky
Bats Elite Barbarians Witch Giant Skeleton Sparky
Zap Elite Barbarians Giant Skeleton
Elite Barbarians Giant Skeleton Goblin Gang Witch Sparky
Witch Sparky
Goblin Gang Elite Barbarians Witch Sparky Bats Zap Giant Skeleton
Bats Zap Elite Barbarians Witch Giant Skeleton Sparky
Zap

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.)

Giant Skeleton Sparky
Zap
Giant Skeleton Sparky
Giant Skeleton Sparky
Zap Sparky
Bats Zap Witch
Witch Sparky
Zap
Zap
Bats Goblin Gang Elite Barbarians Sparky
Zap Sparky
Zap
Elite Barbarians Sparky
Zap Elite Barbarians Sparky
Zap Witch Sparky
Sparky
Sparky
Bats Sparky
Zap Sparky
Zap Witch
Giant Skeleton Sparky
Sparky
Zap
Zap Witch Sparky
Witch
Zap Witch Sparky
Zap Witch Sparky
Zap Sparky
Elite Barbarians Bats Zap Witch Sparky
Zap Bats Witch
Elite Barbarians Sparky
Zap Sparky
Zap Sparky
Giant Skeleton Sparky
Sparky
Zap Bats Goblin Gang Witch
Zap Witch
Goblin Gang Sparky
Zap
Zap Giant Skeleton Sparky
Elite Barbarians Sparky
Zap Bats Goblin Gang Elite Barbarians Witch Giant Skeleton Sparky
Bats Zap Witch
Zap Witch Giant Skeleton Sparky
Sparky
Sparky

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