My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

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 Electro Wizard Mother 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 Electro Wizard Mother 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.

Tornado Poison The Log

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.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Poison The Log

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 Tornado Poison Mother 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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Goblin Gang Firecracker Tornado Poison Electro Wizard Mother Witch

Shortest cycle

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

10 Bats The Log 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
Goblin Gang
Firecracker
Firecracker
Bats Goblin Gang Tornado
Tornado
Firecracker Poison The Log
Poison
Tornado The Log Mother Witch
The Log
Tornado Poison
Electro Wizard
Mother Witch
Poison

Defense Synergies 1 17

Bats
Firecracker The Log Electro Wizard
Goblin Gang
Firecracker The Log Electro Wizard
Firecracker
The Log Bats Goblin Gang Tornado Electro Wizard
Tornado
Firecracker Poison The Log Electro Wizard Mother Witch
Poison
Tornado The Log Electro Wizard Mother Witch
The Log
Firecracker Bats Goblin Gang Tornado Poison Electro Wizard Mother Witch
Electro Wizard
Bats Goblin Gang Firecracker Tornado Poison The Log
Mother Witch
Tornado Poison The Log

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 The Log Electro Wizard
Bats Goblin Gang Firecracker The Log Electro Wizard
Goblin Gang Tornado Bats Electro Wizard
Bats Goblin Gang Firecracker Electro Wizard
Firecracker Tornado Poison The Log
Goblin Gang Tornado The Log Bats Firecracker Electro Wizard Mother Witch
Bats Tornado Electro Wizard Goblin Gang Firecracker Poison
Poison The Log Electro Wizard
Goblin Gang Tornado
Goblin Gang Tornado Firecracker Electro Wizard
Bats Goblin Gang Poison Electro Wizard Mother Witch Firecracker Tornado The Log
Bats Goblin Gang Firecracker Tornado Poison Electro Wizard
Bats Goblin Gang The Log Electro Wizard
Bats Goblin Gang Firecracker Tornado Poison The Log Electro Wizard
Goblin Gang Electro Wizard
Tornado Goblin Gang The Log Electro Wizard
Bats Goblin Gang Firecracker Tornado Poison Electro Wizard
Bats Goblin Gang Firecracker Tornado The Log Electro Wizard
Tornado Poison The Log Bats Firecracker Electro Wizard Mother Witch
Tornado Electro Wizard
Goblin Gang Bats Firecracker Poison The Log Electro Wizard Mother Witch

Counters to secondary win conditions

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

Goblin Gang Electro Wizard
Poison Electro Wizard Goblin Gang Firecracker The Log
Goblin Gang Bats The Log Electro Wizard
Goblin Gang Bats Tornado The Log Electro Wizard
Goblin Gang
Firecracker Poison Mother Witch Bats Goblin Gang Tornado Electro Wizard
Goblin Gang Bats Electro Wizard
Electro Wizard Bats Firecracker Tornado Poison The Log
Goblin Gang
Bats
Tornado Poison The Log Electro Wizard
Goblin Gang
Firecracker
Goblin Gang Electro Wizard Bats Firecracker Tornado Poison The Log
Bats Poison Firecracker The Log Electro Wizard Mother Witch

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.)

Poison Firecracker The Log
Firecracker Poison Tornado The Log Electro Wizard
Poison The Log
Firecracker Poison The Log
Poison Firecracker The Log
Firecracker Poison Mother Witch Bats Tornado
Firecracker Tornado Poison The Log
Poison The Log Firecracker Tornado
Poison The Log Firecracker Tornado
Bats Goblin Gang Tornado Poison Electro Wizard
Firecracker Poison Tornado The Log Electro Wizard
Poison Firecracker Tornado
Poison Firecracker The Log
Firecracker Poison
Firecracker Poison The Log
Firecracker Poison The Log
Firecracker Poison The Log
Tornado Poison
Bats
Firecracker Poison The Log Electro Wizard
Firecracker Tornado Poison The Log Mother Witch
Poison The Log
Tornado Poison
Tornado The Log
Poison The Log
Firecracker Tornado Poison The Log Mother Witch
Firecracker Poison The Log Tornado Electro Wizard
Tornado Poison The Log
Poison Firecracker Tornado The Log
Poison Bats Firecracker Tornado Electro Wizard Mother Witch
Electro Wizard Bats Firecracker Poison
Poison The Log
Firecracker Poison Electro Wizard
Firecracker Poison The Log
Electro Wizard Bats Goblin Gang
Poison Firecracker Tornado Electro Wizard
The Log
Poison Goblin Gang Firecracker Electro Wizard
The Log Firecracker Poison
Tornado Poison
Firecracker
Bats Goblin Gang Firecracker Tornado Poison The Log Electro Wizard
Firecracker Bats Tornado Poison Electro Wizard
Poison Firecracker Tornado The Log Electro Wizard

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