My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Goblin Giant 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 Goblin Giant Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel Goblin Giant

Damage spells

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

Zap

Punishments

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

Goblin Gang Goblin Barrel Goblin Giant

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.

Goblin Gang Goblin Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 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 Gang 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Zap Goblin Gang Goblin Barrel Skeleton Army Electro Wizard Goblin Giant

Shortest cycle

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

7 Mirror Bats Zap Goblin Gang

Attack Synergies 5 9

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
Zap Goblin Barrel Goblin Giant
Zap
Mirror Goblin Giant Electro Wizard Bats
Goblin Gang
Goblin Barrel Mirror Goblin Giant
Mirror
Zap Goblin Barrel Goblin Gang Skeleton Army
Goblin Barrel
Goblin Gang Mirror Bats Skeleton Army Goblin Giant
Skeleton Army
Mirror Goblin Barrel
Goblin Giant
Zap Bats Goblin Gang Goblin Barrel Electro Wizard
Electro Wizard
Zap Goblin Giant

Defense Synergies 4 11

Bats
Zap Goblin Giant Electro Wizard
Zap
Mirror Goblin Giant Electro Wizard Bats Goblin Gang Skeleton Army
Goblin Gang
Zap Mirror Skeleton Army Electro Wizard
Mirror
Zap Skeleton Army Goblin Gang Electro Wizard
Goblin Barrel
Skeleton Army
Mirror Zap Goblin Gang Electro Wizard
Goblin Giant
Zap Bats Electro Wizard
Electro Wizard
Zap Bats Goblin Gang Mirror Skeleton Army Goblin Giant

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 Goblin Giant Electro Wizard
Skeleton Army Bats Zap Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Bats Electro Wizard
Skeleton Army Bats Goblin Gang Electro Wizard
Skeleton Army
Goblin Gang Skeleton Army Bats Zap Electro Wizard
Bats Electro Wizard Zap Goblin Gang
Zap Goblin Giant Electro Wizard
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Electro Wizard
Bats Goblin Gang Skeleton Army Electro Wizard Zap Goblin Giant
Bats Zap Goblin Gang Electro Wizard
Skeleton Army Bats Zap Goblin Gang Electro Wizard
Skeleton Army Bats Zap Goblin Gang Electro Wizard
Skeleton Army Goblin Gang Electro Wizard
Skeleton Army Zap Goblin Gang Electro Wizard
Bats Goblin Gang Skeleton Army Electro Wizard
Bats Zap Goblin Gang Skeleton Army Electro Wizard
Zap Bats Electro Wizard
Electro Wizard
Goblin Gang Skeleton Army Bats Goblin Giant Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zap Electro Wizard
Electro Wizard Zap Goblin Gang
Goblin Gang Skeleton Army Bats Zap Goblin Giant Electro Wizard
Goblin Gang Skeleton Army Bats Zap Goblin Giant Electro Wizard
Goblin Gang Skeleton Army Goblin Giant
Bats Zap Goblin Gang Goblin Giant Electro Wizard
Goblin Gang Skeleton Army Bats Goblin Giant Electro Wizard
Skeleton Army Goblin Giant
Zap Electro Wizard Bats Skeleton Army
Goblin Gang Skeleton Army Goblin Giant
Bats
Skeleton Army Zap Goblin Giant Electro Wizard
Skeleton Army Goblin Gang Goblin Giant
Skeleton Army
Goblin Gang Skeleton Army Electro Wizard Bats Zap Goblin Giant
Bats Zap Electro Wizard
Zap 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.)

Zap Electro Wizard
Goblin Giant
Zap
Bats Zap Goblin Giant
Zap
Zap
Bats Goblin Gang Electro Wizard
Zap Electro Wizard
Zap
Zap
Zap
Bats
Zap Electro Wizard
Zap
Zap
Zap
Zap Electro Wizard
Zap
Zap
Bats Zap Electro Wizard
Zap Electro Wizard Bats
Zap
Zap Electro Wizard
Zap Electro Wizard Bats Goblin Gang Skeleton Army
Zap Electro Wizard
Goblin Gang Electro Wizard
Zap
Zap
Zap Bats Goblin Gang Electro Wizard
Bats Zap Electro Wizard
Zap Goblin Giant Electro Wizard

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