My Best Clash Royale Deck

Deck Check Rating

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

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 Rascals Hunter Ram Rider

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 Rascals Hunter Balloon Bowler Ram Rider Golden Knight

Offensive cards

Win conditions

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

Balloon Ram Rider

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 Balloon Ram Rider Golden 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 Rascals Balloon Ram Rider

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.

Balloon Ram Rider Golden Knight

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 Balloon Ram Rider
Giant Snowball
Bats Goblin Gang Balloon Ram Rider
Zap
Bats Goblin Gang Balloon Ram Rider
Barbarian Barrel
Goblin Gang Rascals Hunter
The Log
Goblin Gang Rascals Hunter Ram Rider
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang Rascals
Royal Delivery
Bats Goblin Gang Rascals Hunter Balloon Bowler Ram Rider
Fireball
Goblin Gang Rascals Hunter Balloon Bowler Ram Rider
Poison
Bats Goblin Gang Rascals Hunter Balloon
Lightning
Hunter Balloon Bowler Ram Rider
Rocket
Rascals Hunter Balloon Bowler Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Bowler

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 Bowler

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Goblin Gang Hunter Golden Knight Rascals Balloon Bowler Ram Rider

Shortest cycle

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

13 Bats Goblin Gang Hunter Golden Knight

Attack Synergies 1 13

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
Balloon Rascals Bowler Ram Rider
Goblin Gang
Balloon Bowler
Rascals
Bats Balloon Ram Rider
Hunter
Balloon Bowler Ram Rider
Balloon
Bats Goblin Gang Rascals Hunter Golden Knight
Bowler
Bats Goblin Gang Hunter Ram Rider
Ram Rider
Bats Rascals Hunter Bowler Golden Knight
Golden Knight
Balloon Ram Rider

Defense Synergies 0 8

Bats
Rascals Hunter Bowler Golden Knight
Goblin Gang
Rascals
Rascals
Bats Goblin Gang
Hunter
Bats Bowler Ram Rider Golden Knight
Balloon
Bowler
Bats Hunter
Ram Rider
Hunter
Golden Knight
Bats Hunter

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.

Bowler Ram Rider Golden Knight
Hunter Bats Goblin Gang Rascals Ram Rider
Goblin Gang Hunter Bowler Ram Rider Bats Rascals
Hunter Bats Goblin Gang Rascals Bowler Ram Rider
Bowler
Goblin Gang Bowler Bats Rascals Hunter
Bats Hunter Ram Rider Goblin Gang Rascals
Bowler Rascals Ram Rider Golden Knight
Hunter Goblin Gang Rascals
Goblin Gang Rascals Hunter Bowler
Bats Goblin Gang Rascals Hunter Bowler Ram Rider
Hunter Bats Goblin Gang Rascals Ram Rider
Hunter Bowler Bats Goblin Gang Rascals Ram Rider
Bowler Bats Goblin Gang Rascals Hunter Golden Knight
Goblin Gang Rascals Hunter Ram Rider
Goblin Gang Rascals Hunter Bowler Ram Rider
Bats Goblin Gang Rascals Hunter Bowler
Bats Goblin Gang Rascals Hunter Bowler Ram Rider Golden Knight
Hunter Bats Rascals Bowler Ram Rider
Hunter Ram Rider
Goblin Gang Rascals Bowler Bats Hunter

Counters to secondary win conditions

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

Goblin Gang Rascals Bowler
Goblin Gang Hunter Bowler
Goblin Gang Bats Rascals Hunter Bowler Ram Rider Golden Knight
Goblin Gang Hunter Bowler Bats Rascals Ram Rider
Goblin Gang Rascals Hunter Bowler Ram Rider
Bats Goblin Gang Rascals Hunter Ram Rider
Goblin Gang Rascals Bats Hunter Bowler Ram Rider
Rascals Hunter
Bats
Goblin Gang
Bats Rascals Hunter Bowler Golden Knight
Bowler
Rascals Bowler Goblin Gang Hunter Ram Rider Golden Knight
Rascals Bowler
Goblin Gang Rascals Bats Hunter Bowler Golden Knight
Bats Bowler Rascals Hunter Golden Knight

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.)

Rascals Golden Knight
Bowler Ram Rider Golden Knight
Rascals
Bowler
Bats Hunter Ram Rider
Bowler
Hunter Bowler Ram Rider
Ram Rider Golden Knight
Bats Goblin Gang Bowler
Bowler Ram Rider Golden Knight
Hunter Bowler Golden Knight
Hunter Bowler Golden Knight
Bowler
Bats
Hunter Bowler
Bowler Golden Knight
Bowler
Bowler
Hunter Bowler
Hunter Bowler Ram Rider Golden Knight
Bowler Ram Rider Golden Knight
Golden Knight
Bats Hunter
Bats
Bowler
Hunter
Bowler
Bats Goblin Gang
Hunter Ram Rider
Goblin Gang Rascals Hunter Bowler
Bowler
Bats Goblin Gang Rascals Bowler Golden Knight
Bats
Bowler Golden Knight
Bowler

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