My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Archers Goblin Gang Flying Machine Furnace Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Archers Flying Machine Furnace Golem Night Witch

Offensive cards

Win conditions

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

Golem

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

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 Flying Machine Golem

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.

Golem

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 Archers Goblin Gang Night Witch
Giant Snowball
Bats Archers Goblin Gang Flying Machine Furnace Night Witch
Zap
Bats Archers Goblin Gang Flying Machine Furnace Night Witch
Barbarian Barrel
Archers Goblin Gang Furnace Night Witch
The Log
Archers Goblin Gang Furnace
Earthquake
Archers Goblin Gang Furnace
Arrows
Bats Archers Goblin Gang Flying Machine Furnace Night Witch
Royal Delivery
Bats Archers Goblin Gang Flying Machine Night Witch
Fireball
Archers Goblin Gang Flying Machine Furnace Night Witch
Poison
Bats Archers Goblin Gang Flying Machine Furnace Night Witch
Lightning
Furnace Night Witch
Rocket
Furnace Night Witch

Against air swarms

Spells and units that can counter air swarms.

Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Furnace

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 Golem Night Witch

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 Furnace

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.

Mirror Bats Archers Goblin Gang Flying Machine Furnace Night Witch Golem

Shortest cycle

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

8 Mirror Bats Archers Goblin Gang

Attack Synergies 1 11

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
Flying Machine Golem
Archers
Golem
Goblin Gang
Mirror Golem
Flying Machine
Bats Furnace Mirror Golem
Furnace
Flying Machine Mirror Golem
Mirror
Goblin Gang Flying Machine Furnace Night Witch
Golem
Night Witch Bats Archers Goblin Gang Flying Machine Furnace
Night Witch
Golem Mirror

Defense Synergies 1 8

Bats
Archers
Goblin Gang Furnace
Goblin Gang
Archers Flying Machine Furnace Mirror
Flying Machine
Goblin Gang Furnace Mirror
Furnace
Mirror Archers Goblin Gang Flying Machine
Mirror
Furnace Goblin Gang Flying Machine Night Witch
Golem
Night Witch
Mirror

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.

Flying Machine
Bats Goblin Gang Flying Machine Furnace Night Witch
Goblin Gang Furnace Bats Archers Night Witch
Night Witch Bats Goblin Gang Furnace
Goblin Gang Bats Archers Flying Machine Furnace Night Witch
Bats Furnace Archers Goblin Gang Flying Machine Night Witch
Flying Machine
Goblin Gang Furnace Night Witch
Goblin Gang Archers Night Witch
Bats Archers Goblin Gang Flying Machine Furnace Night Witch
Bats Archers Goblin Gang Flying Machine Furnace Night Witch
Furnace Night Witch Bats Goblin Gang Flying Machine
Bats Goblin Gang Furnace Night Witch
Goblin Gang Furnace
Goblin Gang Furnace
Bats Goblin Gang Furnace Night Witch
Bats Archers Goblin Gang Flying Machine Furnace Night Witch
Furnace Bats Archers Flying Machine
Goblin Gang Bats Archers Flying Machine Furnace Night Witch

Counters to secondary win conditions

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

Goblin Gang Archers Furnace
Archers Goblin Gang Flying Machine
Goblin Gang Bats Furnace
Goblin Gang Bats Night Witch
Goblin Gang Night Witch
Furnace Bats Archers Goblin Gang Flying Machine
Goblin Gang Bats Archers Flying Machine Furnace Night Witch
Bats Flying Machine
Goblin Gang
Bats Flying Machine
Goblin Gang Night Witch
Archers Flying Machine Furnace
Goblin Gang Bats Archers Flying Machine Furnace Night Witch
Bats Archers Flying Machine
Furnace

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.)

Flying Machine
Flying Machine
Flying Machine
Flying Machine
Furnace
Bats Flying Machine Furnace
Archers Flying Machine Furnace
Flying Machine
Flying Machine
Bats Goblin Gang Night Witch
Flying Machine
Archers Flying Machine
Flying Machine
Flying Machine
Flying Machine Furnace
Flying Machine Furnace
Flying Machine Furnace
Bats Night Witch
Archers Flying Machine
Flying Machine
Night Witch
Flying Machine
Furnace
Flying Machine
Flying Machine
Bats Archers Flying Machine Furnace Night Witch
Bats Flying Machine
Night Witch
Night Witch
Bats Archers Goblin Gang Flying Machine Night Witch
Archers Flying Machine
Goblin Gang Flying Machine
Flying Machine
Flying Machine
Bats Goblin Gang Flying Machine
Bats Flying Machine
Flying Machine

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