My Best Clash Royale Deck

Deck Check Rating

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

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 Goblin Gang Musketeer Magic Archer

Defensive buildings

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

Bomb Tower X-Bow

Investments

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

Bats Musketeer X-Bow Magic Archer

Offensive cards

Win conditions

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

Hog Rider X-Bow

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 Hog Rider X-Bow

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 Hog Rider X-Bow Magic Archer

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.

Hog Rider Magic Archer

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 Hog Rider Skeleton Army
Giant Snowball
Bats Goblin Gang Musketeer Hog Rider Skeleton Army
Zap
Bats Goblin Gang Skeleton Army X-Bow
Barbarian Barrel
Goblin Gang Musketeer Bomb Tower Skeleton Army X-Bow Magic Archer
The Log
Goblin Gang Musketeer Hog Rider Skeleton Army X-Bow
Earthquake
Goblin Gang Bomb Tower Hog Rider Skeleton Army X-Bow
Arrows
Bats Goblin Gang Skeleton Army
Royal Delivery
Bats Goblin Gang Musketeer Hog Rider Skeleton Army Magic Archer
Fireball
Goblin Gang Musketeer Bomb Tower Hog Rider Skeleton Army X-Bow Magic Archer
Poison
Bats Goblin Gang Musketeer Bomb Tower Skeleton Army X-Bow Magic Archer
Lightning
Musketeer Bomb Tower X-Bow Magic Archer
Rocket
Musketeer Bomb Tower Hog Rider X-Bow Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Magic Archer

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

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 Musketeer

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Goblin Gang Skeleton Army Musketeer Bomb Tower Hog Rider Magic Archer X-Bow

Shortest cycle

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

12 Bats Goblin Gang Skeleton Army Musketeer

Attack Synergies 3 5

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
Hog Rider X-Bow
Goblin Gang
Hog Rider X-Bow
Musketeer
Hog Rider X-Bow
Bomb Tower
Hog Rider
Bats Goblin Gang Musketeer Magic Archer
Skeleton Army
X-Bow
X-Bow
Bats Goblin Gang Musketeer Skeleton Army
Magic Archer
Hog Rider

Defense Synergies 1 13

Bats
Musketeer Bomb Tower X-Bow
Goblin Gang
Musketeer Bomb Tower Skeleton Army X-Bow Magic Archer
Musketeer
Goblin Gang Bats Bomb Tower Skeleton Army
Bomb Tower
Bats Goblin Gang Musketeer Skeleton Army Magic Archer
Hog Rider
Skeleton Army
Goblin Gang Musketeer Bomb Tower X-Bow Magic Archer
X-Bow
Bats Goblin Gang Skeleton Army
Magic Archer
Goblin Gang Bomb Tower 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.

Musketeer X-Bow Magic Archer
Bomb Tower Skeleton Army Bats Goblin Gang Musketeer X-Bow
Goblin Gang Bomb Tower Skeleton Army Bats Musketeer
Bomb Tower Skeleton Army Bats Goblin Gang Musketeer
Bomb Tower Skeleton Army X-Bow
Goblin Gang Skeleton Army Bats Musketeer Bomb Tower X-Bow Magic Archer
Bats Musketeer Goblin Gang Bomb Tower X-Bow Magic Archer
Musketeer Bomb Tower X-Bow Magic Archer
Goblin Gang Musketeer Bomb Tower Skeleton Army X-Bow
Goblin Gang Skeleton Army Musketeer
Bats Goblin Gang Skeleton Army Musketeer Bomb Tower X-Bow Magic Archer
Musketeer Bats Goblin Gang Magic Archer
Bomb Tower Skeleton Army Bats Goblin Gang Musketeer X-Bow
Bomb Tower Skeleton Army Bats Goblin Gang X-Bow Magic Archer
Skeleton Army Goblin Gang Bomb Tower X-Bow
Bomb Tower Skeleton Army Goblin Gang X-Bow
Bomb Tower Bats Goblin Gang Musketeer Skeleton Army X-Bow
Bomb Tower Bats Goblin Gang Musketeer Skeleton Army X-Bow Magic Archer
Bomb Tower Bats Musketeer Magic Archer
Musketeer Bomb Tower
Goblin Gang Skeleton Army Bats Musketeer Bomb Tower

Counters to secondary win conditions

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

Goblin Gang Skeleton Army X-Bow
Goblin Gang Musketeer Bomb Tower X-Bow Magic Archer
Goblin Gang Skeleton Army Bats Musketeer Bomb Tower
Goblin Gang Skeleton Army Bats Musketeer X-Bow
Goblin Gang Musketeer Skeleton Army
Bats Goblin Gang Musketeer Bomb Tower Magic Archer
Goblin Gang Skeleton Army Bats Musketeer Bomb Tower
Bomb Tower Skeleton Army
Bats Bomb Tower Skeleton Army X-Bow Magic Archer
Goblin Gang Musketeer Skeleton Army
Bats Musketeer Bomb Tower
Skeleton Army
Skeleton Army Goblin Gang Bomb Tower
Musketeer Bomb Tower Skeleton Army Magic Archer
Goblin Gang Skeleton Army Bats Musketeer Bomb Tower X-Bow Magic Archer
Bats Musketeer Bomb Tower Magic Archer
Bomb Tower

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.)

Magic Archer Musketeer X-Bow
Musketeer X-Bow Magic Archer
X-Bow Magic Archer
Musketeer
Magic Archer
Bats Musketeer Magic Archer
Musketeer Magic Archer
X-Bow Magic Archer
X-Bow
Bats Goblin Gang Musketeer X-Bow
Musketeer X-Bow Magic Archer
Musketeer Magic Archer
Musketeer Magic Archer
Musketeer X-Bow Magic Archer
Musketeer X-Bow Magic Archer
X-Bow Musketeer Magic Archer
Magic Archer Musketeer X-Bow
Bats
Musketeer X-Bow Magic Archer
X-Bow Magic Archer
Musketeer X-Bow Magic Archer
Musketeer X-Bow
Musketeer X-Bow
Magic Archer
X-Bow Musketeer Magic Archer
Musketeer X-Bow Magic Archer
Musketeer X-Bow Magic Archer
Bats Musketeer X-Bow Magic Archer
Bats Musketeer
Musketeer X-Bow Magic Archer
Magic Archer
Magic Archer
Bats Goblin Gang Musketeer Skeleton Army X-Bow Magic Archer
Musketeer Magic Archer
Goblin Gang Musketeer Magic Archer
Musketeer Magic Archer
Musketeer
Bats Goblin Gang Musketeer Magic Archer
Bats Musketeer Magic Archer
Musketeer X-Bow Magic Archer

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