My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 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

Defensive buildings

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

Cannon

Investments

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

Bats Knight Giant Skeleton Bandit Mighty Miner

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.

Fireball

Punishments

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

Goblin Gang Bandit

Pump responses

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

Fireball

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 Skeleton Bandit Mighty Miner

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.

Giant Skeleton Bandit Mighty Miner

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 Skeleton Bandit Mighty Miner
Giant Snowball
Bats Cannon Goblin Gang Mighty Miner
Zap
Bats Cannon Goblin Gang Bandit Mighty Miner
Barbarian Barrel
Knight Cannon Goblin Gang Giant Skeleton Bandit
The Log
Cannon Goblin Gang Giant Skeleton Bandit
Earthquake
Cannon Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Giant Skeleton Bandit
Fireball
Cannon Goblin Gang Bandit Mighty Miner
Poison
Bats Cannon Goblin Gang
Lightning
Knight Cannon Bandit Mighty Miner
Rocket
Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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 Giant Skeleton Mighty Miner

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.

Fireball

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 Fireball

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Cannon Goblin Gang Bandit Fireball Mighty Miner Giant Skeleton

Shortest cycle

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

11 Bats Knight Cannon Goblin Gang

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
Knight Giant Skeleton Bandit
Knight
Bats Goblin Gang Fireball
Cannon
Goblin Gang
Knight Giant Skeleton Bandit
Fireball
Knight
Giant Skeleton
Bats Goblin Gang Bandit
Bandit
Bats Goblin Gang Giant Skeleton
Mighty Miner

Defense Synergies 3 11

Bats
Knight Cannon Giant Skeleton Bandit
Knight
Bats Cannon Goblin Gang Fireball
Cannon
Knight Bats Goblin Gang Fireball Bandit Mighty Miner
Goblin Gang
Knight Cannon Giant Skeleton Bandit
Fireball
Knight Cannon Bandit
Giant Skeleton
Bats Goblin Gang
Bandit
Bats Cannon Goblin Gang Fireball
Mighty Miner
Cannon

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.

Knight Cannon Fireball
Bats Knight Cannon Goblin Gang Bandit
Cannon Goblin Gang Bats Knight Giant Skeleton Bandit
Cannon Bats Knight Goblin Gang Bandit
Fireball Giant Skeleton
Goblin Gang Fireball Bats Cannon Bandit
Bats Cannon Goblin Gang Fireball
Cannon Fireball Giant Skeleton Bandit
Cannon Mighty Miner Goblin Gang
Knight Goblin Gang Cannon Giant Skeleton Bandit
Bats Goblin Gang Knight Cannon Fireball Giant Skeleton Bandit
Bats Goblin Gang Fireball
Cannon Bats Knight Goblin Gang Fireball Giant Skeleton Bandit
Fireball Bats Cannon Goblin Gang
Knight Cannon Goblin Gang Bandit
Cannon Goblin Gang Fireball Bandit
Bats Knight Cannon Goblin Gang Fireball
Cannon Fireball Bats Knight Goblin Gang Bandit
Bats Knight Cannon Fireball Giant Skeleton Bandit
Cannon
Goblin Gang Bats Knight Cannon Fireball Giant Skeleton Bandit
Cannon

Counters to secondary win conditions

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

Knight Goblin Gang Fireball Giant Skeleton Bandit
Fireball Bandit Knight Goblin Gang
Goblin Gang Giant Skeleton Bandit Bats Knight
Goblin Gang Giant Skeleton Bats Knight Fireball Bandit
Giant Skeleton Knight Cannon Goblin Gang Bandit Mighty Miner
Fireball Bats Goblin Gang
Goblin Gang Bats Knight Fireball Giant Skeleton Bandit
Giant Skeleton Mighty Miner Knight
Giant Skeleton Bats Knight Fireball Bandit
Cannon Goblin Gang
Bats Knight Giant Skeleton
Fireball Giant Skeleton
Giant Skeleton Knight Cannon Goblin Gang Fireball Bandit
Cannon Fireball
Goblin Gang Bats Knight Fireball Giant Skeleton Mighty Miner
Bats Cannon Fireball Giant Skeleton Mighty Miner
Cannon Fireball

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.)

Fireball Knight Giant Skeleton Bandit
Fireball Bandit
Fireball Giant Skeleton Bandit
Knight Fireball Giant Skeleton
Fireball
Fireball Bats
Fireball
Fireball Bandit
Bats Goblin Gang Fireball
Knight Fireball Bandit
Fireball
Knight Fireball Bandit
Fireball Bandit
Fireball
Fireball Bandit
Fireball Bandit
Fireball
Bats
Fireball Bandit
Fireball
Fireball Giant Skeleton
Fireball
Fireball
Fireball
Fireball Bandit
Fireball Bandit
Fireball Bandit
Bats Fireball
Bats Fireball
Fireball
Fireball Bandit
Fireball
Mighty Miner Giant Skeleton
Fireball
Bats Goblin Gang Fireball Bandit
Fireball
Fireball
Fireball Knight Goblin Gang
Fireball
Fireball Giant Skeleton
Bats Goblin Gang Fireball Giant Skeleton
Bats Fireball
Fireball Giant Skeleton Bandit
Fireball

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