My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 Giant Magic Archer

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 Knight Prince Goblin Giant Magic Archer Sparky

Offensive cards

Win conditions

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

Wall Breakers Goblin Giant

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.

Wall Breakers 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.

Goblins Knight Wall Breakers Prince Goblin Giant Magic Archer

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.

Magic Archer

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 Wall Breakers Prince Sparky
Giant Snowball
Goblins Bats Wall Breakers
Zap
Goblins Bats Wall Breakers Prince Goblin Giant Sparky
Barbarian Barrel
Goblins Knight Wall Breakers Magic Archer Sparky
The Log
Goblins Wall Breakers Prince Sparky
Earthquake
Arrows
Goblins Bats Wall Breakers
Royal Delivery
Goblins Bats Knight Wall Breakers Prince Magic Archer Sparky
Fireball
Wall Breakers Magic Archer Sparky
Poison
Bats Magic Archer Sparky
Lightning
Knight Prince Magic Archer Sparky
Rocket
Prince Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer 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 Knight 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.

Goblins

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Wall Breakers Knight Magic Archer Prince Goblin Giant Sparky

Shortest cycle

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

9 Goblins Bats Wall Breakers Knight

Attack Synergies 3 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.

Goblins
Bats
Knight Wall Breakers Prince Goblin Giant Sparky
Knight
Bats Wall Breakers Prince Magic Archer Sparky
Wall Breakers
Knight Bats Goblin Giant
Prince
Bats Knight Magic Archer
Goblin Giant
Sparky Bats Wall Breakers Magic Archer
Magic Archer
Knight Prince Goblin Giant
Sparky
Goblin Giant Bats Knight

Defense Synergies 2 9

Goblins
Knight Magic Archer
Bats
Knight Prince Goblin Giant Sparky
Knight
Bats Magic Archer Goblins Sparky
Wall Breakers
Prince
Bats Magic Archer
Goblin Giant
Bats Magic Archer Sparky
Magic Archer
Knight Goblins Prince Goblin Giant
Sparky
Bats Knight Goblin Giant

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 Goblin Giant Magic Archer Sparky
Sparky Goblins Bats Knight Prince
Prince Sparky Goblins Bats Knight
Prince Sparky Goblins Bats Knight
Prince Sparky
Goblins Bats Magic Archer
Bats Magic Archer
Goblin Giant Magic Archer Sparky
Sparky Goblins Prince
Knight Goblins Prince Sparky
Goblins Bats Knight Goblin Giant Magic Archer
Bats Magic Archer
Prince Sparky Bats Knight
Sparky Goblins Bats Prince Magic Archer
Sparky Knight Prince
Prince Sparky
Sparky Goblins Bats Knight Prince
Goblins Bats Knight Prince Magic Archer
Bats Knight Magic Archer
Sparky Prince
Goblins Bats Knight Prince Goblin Giant Sparky

Counters to secondary win conditions

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

Knight Goblins Prince Sparky
Knight Prince Magic Archer
Goblins Bats Knight Prince Goblin Giant Sparky
Prince Bats Knight Goblin Giant Sparky
Knight Prince Goblin Giant Sparky
Bats Goblin Giant Magic Archer
Prince Sparky Goblins Bats Knight Goblin Giant
Knight Prince Goblin Giant Sparky
Goblins Bats Knight Prince Magic Archer Sparky
Goblin Giant Sparky
Bats Knight Prince Sparky
Prince Goblin Giant
Prince Knight Goblin Giant Sparky
Magic Archer Sparky
Sparky Goblins Bats Knight Prince Goblin Giant Magic Archer
Bats Magic Archer Sparky

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.)

Magic Archer Knight Sparky
Magic Archer
Goblin Giant Magic Archer Sparky
Knight Prince Sparky
Magic Archer Sparky
Bats Goblin Giant Magic Archer
Magic Archer Sparky
Magic Archer
Goblins Bats Prince Sparky
Knight Prince Magic Archer Sparky
Magic Archer
Knight Magic Archer Sparky
Magic Archer
Prince Magic Archer Sparky
Magic Archer Sparky
Magic Archer Sparky
Sparky
Bats Sparky
Prince Magic Archer Sparky
Magic Archer
Prince Magic Archer Sparky
Prince Sparky
Magic Archer Sparky
Magic Archer Sparky
Prince Magic Archer Sparky
Magic Archer Sparky
Bats Magic Archer Sparky
Bats
Sparky
Magic Archer Sparky
Magic Archer Sparky
Prince Sparky
Magic Archer Sparky
Bats Prince Magic Archer
Magic Archer
Knight Prince Magic Archer Sparky
Magic Archer
Sparky
Prince Sparky
Bats Magic Archer Sparky
Bats Magic Archer
Prince Goblin Giant Magic Archer Sparky

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