My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
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 Goblin Gang Firecracker Mega Minion Night Witch

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 Firecracker Mega Minion Royal Ghost Night Witch

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.

Arrows

Punishments

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

Goblin Gang Royal Ghost

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 Royal Ghost

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 Royal Ghost

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 Guards Night Witch
Giant Snowball
Bats Goblin Gang Mega Minion Guards Night Witch
Zap
Bats Goblin Gang Firecracker Guards Night Witch
Barbarian Barrel
Goblin Gang Firecracker Guards Royal Ghost Night Witch
The Log
Goblin Gang Firecracker Guards
Earthquake
Goblin Gang Firecracker Guards
Arrows
Bats Goblin Gang Firecracker Guards Night Witch
Royal Delivery
Bats Goblin Gang Firecracker Mega Minion Guards Royal Ghost Night Witch
Fireball
Goblin Gang Firecracker Mega Minion Night Witch
Poison
Bats Goblin Gang Firecracker Mega Minion Guards Night Witch
Lightning
Mega Minion Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Royal Ghost

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 Arrows Mega Minion Guards Royal Ghost 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

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.

Bats Arrows Goblin Gang Firecracker Mega Minion Guards Royal Ghost Night Witch

Shortest cycle

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

11 Bats Arrows Goblin Gang Firecracker

Attack Synergies 0 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
Firecracker Mega Minion
Arrows
Mega Minion Night Witch
Goblin Gang
Firecracker Royal Ghost
Firecracker
Bats Goblin Gang Mega Minion
Mega Minion
Bats Arrows Firecracker
Guards
Royal Ghost
Goblin Gang
Night Witch
Arrows

Defense Synergies 0 9

Bats
Firecracker
Arrows
Mega Minion
Goblin Gang
Firecracker Guards
Firecracker
Bats Goblin Gang Mega Minion Guards Night Witch
Mega Minion
Arrows Firecracker Guards Night Witch
Guards
Goblin Gang Firecracker Mega Minion
Royal Ghost
Night Witch
Firecracker Mega Minion

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.

Firecracker Mega Minion
Bats Goblin Gang Firecracker Mega Minion Night Witch
Goblin Gang Bats Mega Minion Night Witch
Night Witch Bats Goblin Gang Firecracker Mega Minion Guards
Arrows Firecracker
Arrows Goblin Gang Bats Firecracker Mega Minion Guards Royal Ghost Night Witch
Bats Mega Minion Arrows Goblin Gang Firecracker Night Witch
Arrows
Goblin Gang Night Witch
Goblin Gang Guards Firecracker Royal Ghost Night Witch
Bats Goblin Gang Guards Arrows Firecracker Mega Minion Royal Ghost Night Witch
Arrows Mega Minion Bats Goblin Gang Firecracker Night Witch
Night Witch Bats Goblin Gang Guards
Bats Arrows Goblin Gang Firecracker Mega Minion Guards Royal Ghost Night Witch
Goblin Gang
Goblin Gang
Bats Arrows Goblin Gang Firecracker Night Witch
Arrows Bats Goblin Gang Firecracker Mega Minion Guards Royal Ghost Night Witch
Arrows Bats Firecracker Mega Minion Guards Royal Ghost
Goblin Gang Royal Ghost Bats Arrows Firecracker Guards Night Witch

Counters to secondary win conditions

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

Goblin Gang Guards Royal Ghost
Arrows Goblin Gang Firecracker Mega Minion Royal Ghost
Goblin Gang Guards Bats
Goblin Gang Guards Bats Night Witch
Goblin Gang Guards Night Witch
Arrows Firecracker Bats Goblin Gang
Goblin Gang Guards Bats Mega Minion Night Witch
Bats Firecracker Mega Minion
Goblin Gang Mega Minion Guards
Bats Mega Minion Guards
Arrows Guards
Goblin Gang Guards Night Witch
Firecracker
Goblin Gang Guards Bats Firecracker Mega Minion Night Witch
Bats Arrows Firecracker Mega Minion Royal Ghost
Arrows

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.)

Arrows Firecracker Guards Royal Ghost
Arrows Firecracker Royal Ghost
Arrows
Arrows Firecracker Guards
Arrows Firecracker
Arrows Firecracker Bats Mega Minion
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats Goblin Gang Guards Night Witch
Firecracker Arrows
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Bats Night Witch
Arrows Firecracker Mega Minion
Arrows Firecracker
Night Witch
Arrows
Arrows
Arrows Firecracker
Mega Minion
Arrows Firecracker Royal Ghost
Arrows
Arrows Firecracker
Bats Arrows Firecracker Night Witch
Bats Firecracker Mega Minion Guards
Mega Minion Night Witch
Arrows Night Witch
Arrows Firecracker
Arrows Firecracker
Bats Goblin Gang Guards Night Witch
Arrows Firecracker Mega Minion
Arrows
Goblin Gang Firecracker Mega Minion
Arrows Firecracker
Arrows
Firecracker Mega Minion
Bats Goblin Gang Firecracker Guards
Firecracker Bats
Firecracker Royal Ghost
Firecracker

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