My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Dart Goblin Musketeer

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 Musketeer Battle Ram

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram

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.

Electro Spirit Knight Dart Goblin Battle Ram

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.

Electro Spirit

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 Battle Ram Guards
Giant Snowball
Bats Cannon Dart Goblin Musketeer Battle Ram Guards
Zap
Bats Cannon Dart Goblin Battle Ram Guards
Barbarian Barrel
Electro Spirit Knight Cannon Dart Goblin Musketeer Battle Ram Guards
The Log
Electro Spirit Cannon Dart Goblin Musketeer Battle Ram Guards
Earthquake
Cannon Guards
Arrows
Electro Spirit Bats Dart Goblin Guards
Royal Delivery
Electro Spirit Bats Knight Dart Goblin Musketeer Battle Ram Guards
Fireball
Cannon Dart Goblin Musketeer Battle Ram
Poison
Bats Cannon Dart Goblin Musketeer Guards
Lightning
Knight Cannon Musketeer Battle Ram
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit

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.

Electro Spirit Bats Knight Battle Ram Guards

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.

Dart Goblin 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats Knight Cannon Dart Goblin Guards Musketeer Battle Ram

Shortest cycle

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

9 Electro Spirit Bats Knight Cannon

Attack Synergies 4 4

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.

Electro Spirit
Battle Ram
Bats
Knight Battle Ram
Knight
Bats Dart Goblin Musketeer Battle Ram
Cannon
Dart Goblin
Knight Battle Ram
Musketeer
Knight Battle Ram
Battle Ram
Knight Electro Spirit Bats Dart Goblin Musketeer
Guards

Defense Synergies 6 7

Electro Spirit
Bats
Knight Cannon Dart Goblin Musketeer
Knight
Bats Cannon Dart Goblin Musketeer
Cannon
Knight Musketeer Bats Dart Goblin Guards
Dart Goblin
Knight Bats Cannon Musketeer Guards
Musketeer
Knight Cannon Guards Bats Dart Goblin
Battle Ram
Guards
Musketeer Cannon Dart Goblin

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 Dart Goblin Musketeer
Bats Knight Cannon Dart Goblin Musketeer
Cannon Bats Knight Dart Goblin Musketeer
Cannon Bats Knight Dart Goblin Musketeer Guards
Electro Spirit Bats Cannon Dart Goblin Musketeer Guards
Bats Dart Goblin Musketeer Electro Spirit Cannon
Electro Spirit Cannon Dart Goblin Musketeer
Cannon Musketeer
Knight Guards Cannon Dart Goblin Musketeer
Bats Dart Goblin Guards Electro Spirit Knight Cannon Musketeer
Musketeer Bats Dart Goblin
Cannon Bats Knight Musketeer Guards
Electro Spirit Bats Cannon Dart Goblin Guards
Knight Cannon
Cannon
Bats Knight Cannon Musketeer
Cannon Electro Spirit Bats Knight Dart Goblin Musketeer Guards
Electro Spirit Bats Knight Cannon Dart Goblin Musketeer Guards
Cannon Dart Goblin Musketeer
Electro Spirit Bats Knight Cannon Dart Goblin Musketeer Guards
Cannon

Counters to secondary win conditions

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

Knight Guards
Knight Musketeer
Guards Bats Knight Musketeer
Guards Bats Knight Musketeer
Knight Cannon Musketeer Guards
Electro Spirit Bats Dart Goblin Musketeer
Guards Bats Knight Dart Goblin Musketeer
Knight
Electro Spirit Bats Knight
Cannon Dart Goblin Musketeer Guards
Bats Knight Dart Goblin Musketeer Guards
Guards
Knight Cannon Guards
Cannon Dart Goblin Musketeer
Guards Electro Spirit Bats Knight Dart Goblin Musketeer
Bats Electro Spirit Cannon Dart Goblin Musketeer
Electro Spirit Cannon

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 Dart Goblin Musketeer Guards
Dart Goblin Musketeer
Dart Goblin
Knight Dart Goblin Musketeer Guards
Electro Spirit Bats Dart Goblin Musketeer
Dart Goblin Musketeer
Dart Goblin
Dart Goblin
Bats Musketeer Guards
Knight Dart Goblin Musketeer
Dart Goblin Musketeer
Knight Dart Goblin Musketeer
Dart Goblin Musketeer
Dart Goblin Musketeer
Dart Goblin Musketeer
Dart Goblin Musketeer
Bats
Dart Goblin Musketeer
Dart Goblin
Musketeer
Musketeer
Musketeer
Electro Spirit
Dart Goblin Musketeer
Musketeer
Dart Goblin Musketeer
Bats Dart Goblin Musketeer
Electro Spirit Bats Dart Goblin Musketeer Guards
Dart Goblin Musketeer
Electro Spirit
Electro Spirit Bats Dart Goblin Musketeer Guards
Dart Goblin Musketeer
Knight Dart Goblin Musketeer
Dart Goblin Musketeer
Dart Goblin Musketeer
Electro Spirit Bats Dart Goblin Musketeer Guards
Bats Dart Goblin Musketeer
Dart Goblin Musketeer
Dart Goblin

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