My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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!
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 Inferno Dragon

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 Fisherman Inferno Dragon

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers

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 Knight Wall Breakers

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 Wall Breakers Guards Skeleton Army Fisherman Inferno Dragon
Giant Snowball
Goblins Bats Wall Breakers Guards Skeleton Army Fisherman Inferno Dragon
Zap
Goblins Bats Wall Breakers Guards Skeleton Army Fisherman Inferno Dragon
Barbarian Barrel
Goblins Knight Wall Breakers Guards Skeleton Army
The Log
Goblins Wall Breakers Guards Skeleton Army Fisherman
Earthquake
Guards Skeleton Army
Arrows
Goblins Bats Wall Breakers Guards Skeleton Army
Royal Delivery
Goblins Bats Knight Wall Breakers Guards Skeleton Army Fisherman Inferno Dragon
Fireball
Wall Breakers Skeleton Army Fisherman Inferno Dragon
Poison
Bats Guards Skeleton Army Fisherman
Lightning
Knight Fisherman Inferno Dragon
Rocket
Inferno Dragon

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

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 Guards Skeleton Army Inferno Dragon

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.

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.

Goblins

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.

Goblins Bats Wall Breakers Knight Guards Skeleton Army Fisherman Inferno Dragon

Shortest cycle

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

9 Goblins Bats Wall Breakers Knight

Attack Synergies 2 3

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
Knight Wall Breakers Fisherman Inferno Dragon
Knight
Bats Wall Breakers
Wall Breakers
Knight Bats
Guards
Skeleton Army
Fisherman
Bats
Inferno Dragon
Bats

Defense Synergies 2 8

Goblins
Knight Fisherman
Bats
Knight Fisherman Inferno Dragon
Knight
Bats Goblins Skeleton Army Fisherman
Wall Breakers
Guards
Fisherman Skeleton Army
Skeleton Army
Knight Guards Inferno Dragon
Fisherman
Guards Goblins Bats Knight
Inferno Dragon
Bats 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
Skeleton Army Inferno Dragon Goblins Bats Knight Fisherman
Skeleton Army Fisherman Goblins Bats Knight Inferno Dragon
Skeleton Army Inferno Dragon Goblins Bats Knight Guards Fisherman
Skeleton Army
Skeleton Army Goblins Bats Guards
Bats Inferno Dragon
Inferno Dragon Goblins Skeleton Army Fisherman
Knight Guards Skeleton Army Goblins Fisherman
Goblins Bats Guards Skeleton Army Knight Fisherman
Inferno Dragon Bats
Skeleton Army Bats Knight Guards
Skeleton Army Goblins Bats Guards
Skeleton Army Inferno Dragon Knight
Skeleton Army Fisherman Inferno Dragon
Goblins Bats Knight Skeleton Army Fisherman
Goblins Bats Knight Guards Skeleton Army Fisherman
Bats Knight Guards Fisherman Inferno Dragon
Fisherman Inferno Dragon
Skeleton Army Goblins Bats Knight Guards Fisherman

Counters to secondary win conditions

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

Knight Guards Skeleton Army Goblins Fisherman
Knight Fisherman Inferno Dragon
Guards Skeleton Army Goblins Bats Knight Fisherman
Guards Skeleton Army Bats Knight Fisherman
Knight Guards Skeleton Army Fisherman Inferno Dragon
Bats
Guards Skeleton Army Goblins Bats Knight
Knight Skeleton Army Fisherman Inferno Dragon
Goblins Bats Knight Skeleton Army Inferno Dragon
Guards Skeleton Army Inferno Dragon
Inferno Dragon Bats Knight Guards
Skeleton Army Guards
Skeleton Army Knight Guards
Skeleton Army
Guards Skeleton Army Goblins Bats Knight Fisherman Inferno Dragon
Bats Inferno Dragon

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 Guards
Fisherman
Knight Guards
Bats
Fisherman
Goblins Bats Guards Fisherman
Knight Fisherman
Knight Fisherman
Fisherman
Fisherman
Bats Fisherman
Fisherman
Fisherman
Fisherman Inferno Dragon
Fisherman
Fisherman
Fisherman
Bats
Bats Guards
Bats Guards Skeleton Army
Knight
Bats Guards
Bats
Inferno Dragon

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