My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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 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 Wizard Lumberjack Mega Knight Goblinstein

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.

Zap

Punishments

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

Goblin Gang Lumberjack Mega Knight

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.

Goblin Gang Lumberjack Mega Knight

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.

Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Mega Knight

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 Mega Knight

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.

Goblin Gang 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.

Bats Zap Goblin Gang Skeleton Army Lumberjack Wizard Goblinstein Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Gang Skeleton Army

Attack Synergies 1 7

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
Mega Knight Zap Lumberjack
Zap
Bats Lumberjack Mega Knight
Goblin Gang
Wizard
Lumberjack Mega Knight
Skeleton Army
Lumberjack
Bats Zap Wizard Mega Knight
Mega Knight
Bats Zap Wizard Lumberjack
Goblinstein

Defense Synergies 1 12

Bats
Zap Lumberjack Mega Knight
Zap
Mega Knight Bats Goblin Gang Skeleton Army Lumberjack
Goblin Gang
Zap Skeleton Army Lumberjack
Wizard
Skeleton Army Lumberjack Mega Knight
Skeleton Army
Zap Goblin Gang Wizard Lumberjack
Lumberjack
Bats Zap Goblin Gang Wizard Skeleton Army
Mega Knight
Zap Bats Wizard
Goblinstein

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 Wizard
Skeleton Army Lumberjack Bats Zap Goblin Gang Mega Knight
Goblin Gang Skeleton Army Lumberjack Mega Knight Bats
Skeleton Army Lumberjack Bats Goblin Gang Mega Knight
Skeleton Army Lumberjack Mega Knight
Goblin Gang Skeleton Army Bats Zap Lumberjack Mega Knight
Bats Zap Goblin Gang Wizard
Zap Mega Knight
Goblin Gang Skeleton Army Lumberjack
Goblin Gang Skeleton Army Lumberjack Mega Knight
Bats Goblin Gang Skeleton Army Zap Wizard Lumberjack Mega Knight
Bats Zap Goblin Gang Wizard
Skeleton Army Lumberjack Mega Knight Bats Zap Goblin Gang Wizard
Wizard Skeleton Army Mega Knight Bats Zap Goblin Gang Lumberjack
Skeleton Army Goblin Gang Lumberjack Mega Knight
Skeleton Army Zap Goblin Gang Lumberjack Mega Knight
Wizard Mega Knight Bats Goblin Gang Skeleton Army Lumberjack
Mega Knight Bats Zap Goblin Gang Wizard Skeleton Army Lumberjack
Zap Wizard Bats Lumberjack Mega Knight
Lumberjack
Goblin Gang Wizard Skeleton Army Mega Knight Bats Lumberjack

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Lumberjack Mega Knight Zap
Zap Goblin Gang Wizard Lumberjack Mega Knight
Goblin Gang Skeleton Army Lumberjack Mega Knight Bats Zap
Goblin Gang Skeleton Army Lumberjack Mega Knight Bats Zap
Goblin Gang Skeleton Army Lumberjack Mega Knight
Wizard Bats Zap Goblin Gang
Goblin Gang Skeleton Army Bats Lumberjack
Mega Knight Skeleton Army Lumberjack
Zap Mega Knight Bats Skeleton Army
Goblin Gang Skeleton Army
Mega Knight Bats Lumberjack
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Goblin Gang Wizard Lumberjack
Wizard Skeleton Army Mega Knight
Goblin Gang Skeleton Army Bats Zap Lumberjack
Bats Mega Knight Zap Wizard
Zap

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
Wizard Zap Mega Knight
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats Goblin Gang Lumberjack
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Wizard Mega Knight
Bats
Zap Wizard Mega Knight
Zap Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Wizard Mega Knight
Zap Wizard
Zap Wizard Mega Knight
Zap
Bats Zap Wizard
Zap Bats Wizard
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Bats Goblin Gang Skeleton Army
Zap Wizard
Goblin Gang Wizard Lumberjack Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Bats Goblin Gang
Bats Zap
Zap Mega Knight
Wizard Mega Knight

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