My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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!

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 Giant Electro Wizard

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 Dark Prince Goblin Giant Electro Wizard Sparky Goblinstein

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Goblin Curse Rage

Punishments

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

Dark Prince Goblin Giant

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.

Dark Prince Goblin Giant

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.

Dark Prince 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 Curse Dark Prince Sparky
Giant Snowball
Bats Goblin Curse
Zap
Bats Goblin Curse Dark Prince Goblin Giant Sparky
Barbarian Barrel
Goblin Curse Dark Prince Electro Wizard Sparky
The Log
Goblin Curse Dark Prince Sparky
Earthquake
Arrows
Bats Goblin Curse
Royal Delivery
Bats Dark Prince Electro Wizard Sparky
Fireball
Electro Wizard Sparky
Poison
Bats Goblin Curse Electro Wizard Sparky
Lightning
Dark Prince Electro Wizard Sparky Goblinstein
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Sparky

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 Goblin Curse Rage Dark Prince Sparky

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.

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 Goblin Curse Rage Dark Prince Electro Wizard Goblinstein Goblin Giant Sparky

Shortest cycle

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

10 Bats Goblin Curse Rage Dark Prince

Attack Synergies 2 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
Rage Dark Prince Goblin Giant Sparky
Goblin Curse
Rage
Sparky Bats Dark Prince Goblin Giant Electro Wizard
Dark Prince
Bats Rage Goblin Giant Electro Wizard Sparky
Goblin Giant
Sparky Bats Rage Dark Prince Electro Wizard Goblinstein
Electro Wizard
Rage Dark Prince Goblin Giant Sparky
Sparky
Rage Goblin Giant Bats Dark Prince Electro Wizard
Goblinstein
Goblin Giant

Defense Synergies 0 7

Bats
Dark Prince Goblin Giant Electro Wizard Sparky
Goblin Curse
Rage
Dark Prince
Bats Electro Wizard
Goblin Giant
Bats Electro Wizard Sparky
Electro Wizard
Bats Dark Prince Goblin Giant
Sparky
Bats Goblin Giant
Goblinstein

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.

Goblin Giant Electro Wizard Sparky
Sparky Bats Goblin Curse Dark Prince Electro Wizard
Sparky Bats Goblin Curse Dark Prince Electro Wizard
Sparky Bats Goblin Curse Dark Prince Electro Wizard
Dark Prince Sparky
Bats Dark Prince Electro Wizard
Bats Electro Wizard Goblin Curse
Goblin Giant Electro Wizard Sparky
Sparky Goblin Curse
Dark Prince Electro Wizard Sparky
Bats Goblin Curse Electro Wizard Dark Prince Goblin Giant
Bats Goblin Curse Electro Wizard
Sparky Bats Goblin Curse Dark Prince Electro Wizard
Sparky Bats Goblin Curse Dark Prince Electro Wizard
Sparky Goblin Curse Electro Wizard
Goblin Curse Electro Wizard Sparky Goblinstein
Sparky Bats Dark Prince Electro Wizard
Bats Dark Prince Electro Wizard
Bats Goblin Curse Dark Prince Electro Wizard
Sparky Goblin Curse Electro Wizard
Dark Prince Bats Goblin Curse Goblin Giant Electro Wizard Sparky
Sparky

Counters to secondary win conditions

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

Dark Prince Electro Wizard Sparky
Electro Wizard
Bats Dark Prince Goblin Giant Electro Wizard Sparky
Dark Prince Bats Goblin Giant Electro Wizard Sparky
Goblin Curse Dark Prince Goblin Giant Sparky
Goblinstein Bats Goblin Curse Goblin Giant Electro Wizard
Dark Prince Sparky Bats Goblin Giant Electro Wizard
Goblin Curse Dark Prince Goblin Giant Sparky
Electro Wizard Goblinstein Bats Dark Prince Sparky
Goblin Curse Goblin Giant Sparky
Bats Dark Prince Sparky
Dark Prince Goblin Giant Electro Wizard
Dark Prince Goblin Curse Goblin Giant Sparky
Goblin Curse Sparky
Electro Wizard Sparky Bats Dark Prince Goblin Giant Goblinstein
Bats Goblin Curse Dark Prince Electro Wizard Sparky
Electro Wizard

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.)

Sparky
Goblin Curse Electro Wizard
Goblin Giant Sparky
Dark Prince Sparky
Goblin Curse Dark Prince Sparky Goblinstein
Goblinstein Bats Goblin Curse Goblin Giant
Sparky
Goblin Curse
Bats Electro Wizard Sparky
Dark Prince Electro Wizard Sparky
Goblin Curse
Sparky
Sparky
Sparky
Sparky
Sparky
Bats Sparky
Dark Prince Electro Wizard Sparky
Goblin Curse
Sparky
Sparky
Goblin Curse Dark Prince Sparky Goblinstein
Electro Wizard Sparky
Sparky
Goblin Curse Sparky
Bats Goblin Curse Electro Wizard Sparky
Electro Wizard Bats Goblinstein
Sparky
Sparky
Electro Wizard Sparky
Sparky
Goblin Curse Sparky
Electro Wizard Bats Dark Prince Goblinstein
Goblin Curse Electro Wizard
Dark Prince Electro Wizard Sparky
Sparky
Dark Prince Sparky
Bats Electro Wizard Sparky
Bats Electro Wizard
Dark Prince Goblin Giant Electro Wizard Sparky
Sparky
Sparky

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