My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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!

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 Electro Wizard Inferno Dragon

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.

Bomber Bats Knight Giant Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Giant Miner

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 Giant Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

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

Knight Goblin Gang 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.

Miner 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
Bomber Bats Goblin Gang Giant Miner Inferno Dragon
Giant Snowball
Bomber Bats Goblin Gang Miner Inferno Dragon
Zap
Bomber Bats Goblin Gang Inferno Dragon
Barbarian Barrel
Bomber Knight Goblin Gang Electro Wizard
The Log
Bomber Goblin Gang
Earthquake
Bomber Goblin Gang
Arrows
Bomber Bats Goblin Gang
Royal Delivery
Bomber Bats Knight Goblin Gang Miner Electro Wizard Inferno Dragon
Fireball
Bomber Goblin Gang Electro Wizard Inferno Dragon
Poison
Bomber Bats Goblin Gang Electro Wizard
Lightning
Knight Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber

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 Knight Miner Inferno Dragon

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Knight Goblin Gang Miner Electro Wizard Inferno Dragon Giant

Shortest cycle

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

10 Bomber Bats Knight Goblin Gang

Attack Synergies 7 10

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.

Bomber
Giant Bats Knight Miner
Bats
Knight Giant Miner Bomber Inferno Dragon
Knight
Bats Goblin Gang Bomber Miner Electro Wizard
Goblin Gang
Knight Miner Giant
Giant
Bomber Bats Miner Goblin Gang Electro Wizard
Miner
Bats Goblin Gang Giant Bomber Knight Electro Wizard Inferno Dragon
Electro Wizard
Knight Giant Miner
Inferno Dragon
Bats Miner

Defense Synergies 4 9

Bomber
Knight Bats Miner Electro Wizard
Bats
Knight Bomber Electro Wizard Inferno Dragon
Knight
Bomber Bats Goblin Gang Electro Wizard
Goblin Gang
Knight Miner Electro Wizard Inferno Dragon
Giant
Miner
Bomber Goblin Gang
Electro Wizard
Knight Bomber Bats Goblin Gang Inferno Dragon
Inferno Dragon
Bats Goblin Gang Electro Wizard

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.

Bomber Knight Electro Wizard
Inferno Dragon Bats Knight Goblin Gang Electro Wizard
Goblin Gang Bomber Bats Knight Electro Wizard Inferno Dragon
Inferno Dragon Bats Knight Goblin Gang Electro Wizard
Bomber
Goblin Gang Bomber Bats Electro Wizard
Bats Electro Wizard Inferno Dragon Goblin Gang
Electro Wizard
Inferno Dragon Goblin Gang
Knight Goblin Gang Bomber Miner Electro Wizard
Bats Goblin Gang Electro Wizard Bomber Knight
Inferno Dragon Bats Goblin Gang Electro Wizard
Bomber Bats Knight Goblin Gang Electro Wizard
Bomber Bats Goblin Gang Electro Wizard
Inferno Dragon Knight Goblin Gang Electro Wizard
Goblin Gang Electro Wizard Inferno Dragon
Bomber Bats Knight Goblin Gang Electro Wizard
Bomber Bats Knight Goblin Gang Electro Wizard
Bomber Bats Knight Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Bomber Goblin Gang Bats Knight Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Knight Goblin Gang Electro Wizard
Electro Wizard Bomber Knight Goblin Gang Miner Inferno Dragon
Goblin Gang Bats Knight Electro Wizard
Goblin Gang Bats Knight Electro Wizard
Knight Goblin Gang Inferno Dragon
Bats Goblin Gang Electro Wizard
Goblin Gang Bats Knight Electro Wizard
Knight Inferno Dragon
Electro Wizard Bats Knight Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Bats Knight
Electro Wizard
Knight Goblin Gang
Bomber
Goblin Gang Electro Wizard Bomber Bats Knight Inferno Dragon
Bats Bomber Electro Wizard Inferno Dragon
Bomber 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.)

Knight
Miner Electro Wizard
Miner
Knight
Bomber
Bats
Bomber
Miner
Bats Goblin Gang Electro Wizard
Miner Knight Electro Wizard
Knight Miner
Bomber
Bomber Bats
Bomber Electro Wizard
Bomber Miner
Bomber
Inferno Dragon
Miner Electro Wizard
Miner
Miner
Bats Electro Wizard
Electro Wizard Bats
Bomber Miner
Electro Wizard
Electro Wizard Bats Goblin Gang
Electro Wizard
Miner Knight Goblin Gang Electro Wizard
Bomber
Bats Goblin Gang Electro Wizard
Bats Electro Wizard
Miner Electro Wizard
Inferno Dragon

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