My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Goblin Curse Mighty Miner Archer Queen Monk

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Bats Magic Archer Mother 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 Magic Archer Lumberjack Mother Witch Golden Knight

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.

Fireball

Punishments

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

Lumberjack Golden Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins Barbarians Magic Archer Lumberjack

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.

Magic Archer Lumberjack Golden Knight

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
Giant Snowball
Goblins Bats Barbarians Lumberjack
Zap
Goblins Bats
Barbarian Barrel
Goblins Barbarians Magic Archer Lumberjack
The Log
Goblins Barbarians Lumberjack
Earthquake
Barbarians
Arrows
Goblins Bats
Royal Delivery
Goblins Bats Barbarians Magic Archer Lumberjack Mother Witch
Fireball
Barbarians Magic Archer Lumberjack Mother Witch
Poison
Bats Barbarians Magic Archer Mother Witch
Lightning
Magic Archer Lumberjack Mother Witch
Rocket
Barbarians Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Magic Archer

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 Mother Witch

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.

Fireball

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.

Goblins Barbarians Fireball

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Fireball Magic Archer Lumberjack Mother Witch Golden Knight Barbarians

Shortest cycle

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

12 Goblins Bats Fireball Magic Archer

Attack Synergies 0 6

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.

Goblins
Bats
Lumberjack
Barbarians
Fireball
Magic Archer Golden Knight
Magic Archer
Fireball Lumberjack Mother Witch Golden Knight
Lumberjack
Bats Magic Archer
Mother Witch
Magic Archer
Golden Knight
Fireball Magic Archer

Defense Synergies 0 9

Goblins
Magic Archer
Bats
Lumberjack Golden Knight
Barbarians
Fireball
Lumberjack Golden Knight
Magic Archer
Goblins Lumberjack Mother Witch
Lumberjack
Bats Fireball Magic Archer Mother Witch
Mother Witch
Magic Archer Lumberjack Golden Knight
Golden Knight
Bats Fireball Mother 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.

Fireball Magic Archer Golden Knight
Barbarians Lumberjack Goblins Bats
Barbarians Lumberjack Goblins Bats
Barbarians Lumberjack Goblins Bats
Barbarians Fireball Lumberjack
Fireball Goblins Bats Magic Archer Lumberjack Mother Witch
Bats Fireball Magic Archer
Barbarians Fireball Magic Archer Golden Knight
Barbarians Goblins Lumberjack
Goblins Barbarians Lumberjack
Goblins Bats Barbarians Mother Witch Fireball Magic Archer Lumberjack
Bats Fireball Magic Archer
Barbarians Lumberjack Bats Fireball
Fireball Goblins Bats Barbarians Magic Archer Lumberjack Golden Knight
Barbarians Lumberjack
Barbarians Fireball Lumberjack
Barbarians Goblins Bats Fireball Lumberjack
Fireball Goblins Bats Barbarians Magic Archer Lumberjack Golden Knight
Bats Barbarians Fireball Magic Archer Lumberjack Mother Witch
Barbarians Lumberjack
Goblins Bats Barbarians Fireball Lumberjack Mother Witch

Counters to secondary win conditions

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

Barbarians Lumberjack Goblins Fireball
Fireball Magic Archer Lumberjack
Barbarians Lumberjack Goblins Bats Golden Knight
Lumberjack Bats Barbarians Fireball
Barbarians Lumberjack
Fireball Mother Witch Bats Magic Archer
Goblins Bats Barbarians Fireball Lumberjack
Barbarians Lumberjack
Goblins Bats Barbarians Fireball Magic Archer
Barbarians
Bats Barbarians Lumberjack Golden Knight
Barbarians Fireball
Barbarians Fireball Lumberjack Golden Knight
Barbarians Fireball Magic Archer
Barbarians Goblins Bats Fireball Magic Archer Lumberjack Golden Knight
Bats Barbarians Fireball Magic Archer Mother Witch Golden Knight
Fireball

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.)

Fireball Magic Archer Golden Knight
Fireball Magic Archer Golden Knight
Fireball Magic Archer
Barbarians Fireball
Fireball Magic Archer
Fireball Mother Witch Bats Magic Archer
Magic Archer
Fireball Magic Archer
Fireball Golden Knight
Goblins Bats Fireball Lumberjack
Fireball Magic Archer Golden Knight
Fireball Magic Archer
Fireball Magic Archer Golden Knight
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer Golden Knight
Magic Archer Fireball
Fireball
Bats
Fireball Magic Archer
Fireball Magic Archer Mother Witch Golden Knight
Fireball Magic Archer
Fireball
Barbarians Fireball
Mother Witch Fireball Magic Archer
Fireball Magic Archer Golden Knight
Fireball Magic Archer Golden Knight
Fireball Magic Archer Golden Knight
Bats Fireball Magic Archer Mother Witch
Bats Fireball
Fireball
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Bats Barbarians Fireball Magic Archer
Fireball Magic Archer
Fireball
Fireball Magic Archer Lumberjack
Fireball Magic Archer
Fireball
Bats Fireball Magic Archer Golden Knight
Bats Fireball Magic Archer
Fireball Magic Archer Golden Knight

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