My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
Versatility
Good
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 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!
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 Firecracker 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 Knight Firecracker Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

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.

Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Hog Rider

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.

Firecracker Hog Rider Goblin Barrel 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 Hog Rider Goblin Barrel Skeleton Army
Giant Snowball
Bats Hog Rider Goblin Barrel Skeleton Army
Zap
Bats Firecracker Goblin Barrel Skeleton Army
Barbarian Barrel
Knight Firecracker Goblin Barrel Skeleton Army Electro Wizard
The Log
Firecracker Hog Rider Goblin Barrel Skeleton Army
Earthquake
Firecracker Hog Rider Goblin Barrel Skeleton Army
Arrows
Bats Firecracker Goblin Barrel Skeleton Army
Royal Delivery
Bats Knight Firecracker Hog Rider Goblin Barrel Skeleton Army Electro Wizard
Fireball
Firecracker Hog Rider Goblin Barrel Skeleton Army Electro Wizard
Poison
Bats Firecracker Skeleton Army Electro Wizard
Lightning
Knight Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Knight Skeleton Army

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.

Goblin Barrel Skeleton Army

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 Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Knight Firecracker Goblin Barrel Skeleton Army Hog Rider Electro Wizard

Shortest cycle

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

8 Mirror Bats Knight Firecracker

Attack Synergies 7 10

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
Knight Hog Rider Firecracker Goblin Barrel
Knight
Bats Firecracker Hog Rider Goblin Barrel Electro Wizard
Firecracker
Knight Hog Rider Bats Mirror Goblin Barrel
Hog Rider
Bats Knight Firecracker Mirror Goblin Barrel Electro Wizard
Mirror
Goblin Barrel Firecracker Hog Rider Skeleton Army
Goblin Barrel
Knight Mirror Bats Firecracker Hog Rider Skeleton Army
Skeleton Army
Mirror Goblin Barrel
Electro Wizard
Knight Hog Rider

Defense Synergies 4 8

Bats
Knight Firecracker Electro Wizard
Knight
Bats Firecracker Electro Wizard Skeleton Army
Firecracker
Knight Bats Mirror Skeleton Army Electro Wizard
Hog Rider
Mirror
Skeleton Army Firecracker Electro Wizard
Goblin Barrel
Skeleton Army
Mirror Knight Firecracker Electro Wizard
Electro Wizard
Knight Bats Firecracker Mirror Skeleton Army

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.

Knight Firecracker Electro Wizard
Skeleton Army Bats Knight Firecracker Electro Wizard
Skeleton Army Bats Knight Electro Wizard
Skeleton Army Bats Knight Firecracker Electro Wizard
Firecracker Skeleton Army
Skeleton Army Bats Firecracker Electro Wizard
Bats Electro Wizard Firecracker
Electro Wizard
Skeleton Army
Knight Skeleton Army Firecracker Electro Wizard
Bats Skeleton Army Electro Wizard Knight Firecracker
Bats Firecracker Electro Wizard
Skeleton Army Bats Knight Electro Wizard
Skeleton Army Bats Firecracker Electro Wizard
Skeleton Army Knight Electro Wizard
Skeleton Army Electro Wizard
Bats Knight Firecracker Skeleton Army Electro Wizard
Bats Knight Firecracker Skeleton Army Electro Wizard
Bats Knight Firecracker Electro Wizard
Electro Wizard
Skeleton Army Bats Knight Firecracker Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Electro Wizard
Electro Wizard Knight Firecracker
Skeleton Army Bats Knight Electro Wizard
Skeleton Army Bats Knight Electro Wizard
Knight Skeleton Army
Firecracker Bats Electro Wizard
Skeleton Army Bats Knight Electro Wizard
Knight Skeleton Army
Electro Wizard Bats Knight Firecracker Skeleton Army
Skeleton Army
Bats Knight
Skeleton Army Electro Wizard
Skeleton Army Knight
Firecracker Skeleton Army
Skeleton Army Electro Wizard Bats Knight Firecracker
Bats Firecracker 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.)

Knight Firecracker
Firecracker Electro Wizard
Knight Firecracker
Firecracker
Firecracker Bats
Firecracker
Firecracker
Firecracker
Bats Electro Wizard
Firecracker Knight Electro Wizard
Firecracker
Knight Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Bats
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker Electro Wizard
Firecracker
Bats Firecracker Electro Wizard
Electro Wizard Bats Firecracker
Firecracker Electro Wizard
Firecracker
Electro Wizard Bats Skeleton Army
Firecracker Electro Wizard
Knight Firecracker Electro Wizard
Firecracker
Firecracker
Bats Firecracker Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Electro Wizard
Firecracker

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