My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Spear Goblins Bats Goblin Gang Mother Witch

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.

Spear Goblins Bats Mother Witch

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.

Poison The Log

Punishments

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

Goblin Gang

Pump responses

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

Poison

Dropped at the bridge

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

Electro Spirit Spear Goblins Goblin Gang

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
Spear Goblins Bats Goblin Gang Skeleton Army
Giant Snowball
Spear Goblins Bats Goblin Gang Skeleton Army
Zap
Spear Goblins Bats Goblin Gang Skeleton Army
Barbarian Barrel
Electro Spirit Spear Goblins Goblin Gang Skeleton Army
The Log
Electro Spirit Spear Goblins Goblin Gang Skeleton Army
Earthquake
Spear Goblins Goblin Gang Skeleton Army
Arrows
Electro Spirit Spear Goblins Bats Goblin Gang Skeleton Army
Royal Delivery
Electro Spirit Spear Goblins Bats Goblin Gang Skeleton Army Mother Witch
Fireball
Goblin Gang Skeleton Army Mother Witch
Poison
Spear Goblins Bats Goblin Gang Skeleton Army Mother Witch
Lightning
Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Poison

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Poison The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Spear Goblins Bats Skeleton Army Poison Mother Witch

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.

Skeleton Army

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Spear Goblins Bats The Log Goblin Gang Skeleton Army Poison Mother Witch

Shortest cycle

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

7 Electro Spirit Spear Goblins Bats The Log

Attack Synergies 0 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
Mother Witch
Spear Goblins
Goblin Gang
Bats
Goblin Gang
Spear Goblins
Skeleton Army
Poison
The Log Mother Witch
The Log
Poison
Mother Witch
Electro Spirit Poison

Defense Synergies 0 13

Electro Spirit
The Log
Spear Goblins
Bats Goblin Gang Skeleton Army Poison The Log
Bats
Spear Goblins The Log
Goblin Gang
Spear Goblins Skeleton Army The Log
Skeleton Army
Spear Goblins Goblin Gang The Log
Poison
Spear Goblins The Log Mother Witch
The Log
Electro Spirit Spear Goblins Bats Goblin Gang Skeleton Army Poison Mother Witch
Mother Witch
Poison The Log

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.

Spear Goblins The Log
Skeleton Army Bats Goblin Gang The Log
Goblin Gang Skeleton Army Bats
Skeleton Army Bats Goblin Gang
Skeleton Army Poison The Log
Goblin Gang Skeleton Army The Log Electro Spirit Spear Goblins Bats Mother Witch
Bats Electro Spirit Spear Goblins Goblin Gang Poison
Electro Spirit Poison The Log
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Spear Goblins
Bats Goblin Gang Skeleton Army Poison Mother Witch Electro Spirit Spear Goblins The Log
Spear Goblins Bats Goblin Gang Poison
Skeleton Army Bats Goblin Gang The Log
Skeleton Army Electro Spirit Bats Goblin Gang Poison The Log
Skeleton Army Goblin Gang
Skeleton Army Goblin Gang The Log
Bats Goblin Gang Skeleton Army Poison
Electro Spirit Spear Goblins Bats Goblin Gang Skeleton Army The Log
Poison The Log Electro Spirit Spear Goblins Bats Mother Witch
Goblin Gang Skeleton Army Electro Spirit Spear Goblins Bats Poison The Log Mother Witch

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Spear Goblins
Poison Goblin Gang The Log
Goblin Gang Skeleton Army Spear Goblins Bats The Log
Goblin Gang Skeleton Army Bats The Log
Goblin Gang Skeleton Army
Poison Mother Witch Electro Spirit Bats Goblin Gang
Goblin Gang Skeleton Army Spear Goblins Bats
Skeleton Army
Electro Spirit Spear Goblins Bats Skeleton Army Poison The Log
Goblin Gang Skeleton Army
Bats
Skeleton Army Poison The Log
Skeleton Army Goblin Gang
Skeleton Army
Goblin Gang Skeleton Army Electro Spirit Spear Goblins Bats Poison The Log
Bats Poison Electro Spirit The Log Mother Witch

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.)

Poison The Log
Poison The Log
Poison The Log
Poison The Log
Poison The Log
Poison Mother Witch Electro Spirit Spear Goblins Bats
Poison The Log
Poison The Log
Poison The Log
Bats Goblin Gang Poison
Poison The Log
Poison
Poison The Log
Poison
Poison The Log
Spear Goblins Poison The Log
Poison The Log
Poison
Bats
Poison The Log
Poison The Log Mother Witch
Poison The Log
Poison
The Log
Poison The Log
Poison The Log Mother Witch Electro Spirit
Poison The Log
Poison The Log
Poison The Log
Poison Bats Mother Witch
Electro Spirit Bats Poison
Poison The Log
Electro Spirit Poison
Poison The Log
Electro Spirit Spear Goblins Bats Goblin Gang Skeleton Army
Poison
The Log
Poison Goblin Gang
The Log Poison
Poison
Electro Spirit Bats Goblin Gang Poison The Log
Bats Poison
Poison The Log

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