My Best Clash Royale Deck

Deck Check Rating

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

3 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 direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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 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 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 Minions Goblin Gang Electro Wizard

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 Prince Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Missing

Punishments

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

Goblin Gang Hog Rider Prince

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.

Goblins Goblin Gang Hog Rider Prince

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.

Hog Rider Electro Wizard

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 Minions Goblin Gang Hog Rider Guards Prince
Giant Snowball
Goblins Bats Minions Goblin Gang Hog Rider Guards
Zap
Goblins Bats Minions Goblin Gang Guards Prince
Barbarian Barrel
Goblins Goblin Gang Guards Electro Wizard
The Log
Goblins Goblin Gang Hog Rider Guards Prince
Earthquake
Goblin Gang Hog Rider Guards
Arrows
Goblins Bats Minions Goblin Gang Guards
Royal Delivery
Goblins Bats Minions Goblin Gang Hog Rider Guards Prince Electro Wizard
Fireball
Minions Goblin Gang Hog Rider Electro Wizard
Poison
Bats Minions Goblin Gang Guards Electro Wizard
Lightning
Prince Electro Wizard
Rocket
Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Guards Prince

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 Minions Goblin Gang Electro Wizard

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.

Goblins Bats Minions Goblin Gang Guards Hog Rider Electro Wizard Prince

Shortest cycle

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

10 Goblins Bats Minions Goblin Gang

Attack Synergies 4 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.

Goblins
Hog Rider
Bats
Hog Rider Minions Prince
Minions
Hog Rider Bats Prince
Goblin Gang
Hog Rider Prince
Hog Rider
Goblins Bats Minions Goblin Gang Guards Prince Electro Wizard
Guards
Hog Rider
Prince
Bats Minions Goblin Gang Hog Rider Electro Wizard
Electro Wizard
Hog Rider Prince

Defense Synergies 0 12

Goblins
Electro Wizard
Bats
Minions Prince Electro Wizard
Minions
Bats Prince Electro Wizard
Goblin Gang
Guards Prince Electro Wizard
Hog Rider
Guards
Goblin Gang Prince Electro Wizard
Prince
Bats Minions Goblin Gang Guards Electro Wizard
Electro Wizard
Goblins Bats Minions Goblin Gang Guards Prince

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.

Minions Electro Wizard
Goblins Bats Minions Goblin Gang Prince Electro Wizard
Goblin Gang Prince Goblins Bats Minions Electro Wizard
Prince Goblins Bats Minions Goblin Gang Guards Electro Wizard
Prince
Goblin Gang Goblins Bats Minions Guards Electro Wizard
Bats Minions Electro Wizard Goblin Gang
Electro Wizard
Goblins Minions Goblin Gang Prince
Goblin Gang Guards Goblins Prince Electro Wizard
Goblins Bats Minions Goblin Gang Guards Electro Wizard
Minions Bats Goblin Gang Electro Wizard
Prince Bats Minions Goblin Gang Guards Electro Wizard
Goblins Bats Minions Goblin Gang Guards Prince Electro Wizard
Goblin Gang Prince Electro Wizard
Goblin Gang Prince Electro Wizard
Goblins Bats Minions Goblin Gang Prince Electro Wizard
Goblins Bats Minions Goblin Gang Guards Prince Electro Wizard
Bats Minions Guards Electro Wizard
Prince Electro Wizard
Goblin Gang Goblins Bats Minions Guards Prince Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Guards Goblins Prince Electro Wizard
Electro Wizard Goblin Gang Prince
Goblin Gang Guards Goblins Bats Minions Prince Electro Wizard
Goblin Gang Guards Prince Bats Electro Wizard
Goblin Gang Guards Prince
Bats Minions Goblin Gang Electro Wizard
Goblin Gang Guards Prince Goblins Bats Minions Electro Wizard
Prince
Electro Wizard Goblins Bats Minions Prince
Goblin Gang Guards
Bats Minions Guards Prince
Guards Prince Electro Wizard
Prince Goblin Gang Guards
Goblin Gang Guards Electro Wizard Goblins Bats Minions Prince
Bats Minions Electro Wizard
Electro Wizard

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.)

Guards
Electro Wizard
Guards Prince
Bats Minions
Goblins Bats Minions Goblin Gang Guards Prince Electro Wizard
Prince Electro Wizard
Minions
Prince
Bats Minions
Prince Electro Wizard
Minions Prince
Prince
Electro Wizard
Prince
Bats Electro Wizard
Electro Wizard Bats Minions Guards
Electro Wizard
Prince
Electro Wizard Bats Minions Goblin Gang Guards Prince
Electro Wizard
Goblin Gang Prince Electro Wizard
Prince
Bats Minions Goblin Gang Guards Electro Wizard
Bats Electro Wizard
Prince Electro Wizard
Prince

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