My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground 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 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 Gang Minion Horde

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 Battle Ram

Offensive cards

Win conditions

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

Battle Ram Royal Hogs Wall Breakers

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 Battle Ram Royal Hogs Wall Breakers

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.

Goblin Gang Minion Horde Battle Ram Royal Hogs Wall Breakers

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.

Royal Hogs

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 Minion Horde Battle Ram Royal Hogs Wall Breakers Guards Skeleton Army
Giant Snowball
Bats Goblin Gang Minion Horde Battle Ram Royal Hogs Wall Breakers Guards Skeleton Army
Zap
Bats Goblin Gang Minion Horde Battle Ram Royal Hogs Wall Breakers Guards Skeleton Army
Barbarian Barrel
Goblin Gang Battle Ram Royal Hogs Wall Breakers Guards Skeleton Army
The Log
Goblin Gang Battle Ram Royal Hogs Wall Breakers Guards Skeleton Army
Earthquake
Goblin Gang Royal Hogs Guards Skeleton Army
Arrows
Bats Goblin Gang Minion Horde Royal Hogs Wall Breakers Guards Skeleton Army
Royal Delivery
Bats Goblin Gang Minion Horde Battle Ram Royal Hogs Wall Breakers Guards Skeleton Army
Fireball
Goblin Gang Minion Horde Battle Ram Royal Hogs Wall Breakers Skeleton Army
Poison
Bats Goblin Gang Minion Horde Royal Hogs Guards Skeleton Army
Lightning
Battle Ram
Rocket
Minion Horde Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Bats Battle Ram Guards Skeleton Army

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 Minion Horde

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 Wall Breakers Goblin Gang Guards Skeleton Army Battle Ram Minion Horde Royal Hogs

Shortest cycle

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

10 Bats Wall Breakers Goblin Gang Guards

Attack Synergies 0 9

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
Battle Ram Royal Hogs Wall Breakers
Goblin Gang
Battle Ram Royal Hogs
Minion Horde
Battle Ram
Battle Ram
Bats Goblin Gang Minion Horde Royal Hogs Wall Breakers
Royal Hogs
Bats Goblin Gang Battle Ram Guards
Wall Breakers
Bats Battle Ram
Guards
Royal Hogs
Skeleton Army

Defense Synergies 0 3

Bats
Goblin Gang
Guards Skeleton Army
Minion Horde
Battle Ram
Royal Hogs
Wall Breakers
Guards
Goblin Gang Skeleton Army
Skeleton Army
Goblin Gang Guards

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.

Minion Horde
Minion Horde Skeleton Army Bats Goblin Gang
Goblin Gang Minion Horde Skeleton Army Bats
Minion Horde Skeleton Army Bats Goblin Gang Guards
Skeleton Army
Goblin Gang Skeleton Army Bats Guards
Bats Minion Horde Goblin Gang
Minion Horde Goblin Gang Skeleton Army
Goblin Gang Guards Skeleton Army Minion Horde
Bats Goblin Gang Minion Horde Guards Skeleton Army
Minion Horde Bats Goblin Gang
Minion Horde Skeleton Army Bats Goblin Gang Guards
Skeleton Army Bats Goblin Gang Minion Horde Guards
Skeleton Army Goblin Gang Minion Horde
Minion Horde Skeleton Army Goblin Gang
Minion Horde Bats Goblin Gang Skeleton Army
Bats Goblin Gang Minion Horde Guards Skeleton Army
Bats Guards
Goblin Gang Skeleton Army Bats Minion Horde Guards

Counters to secondary win conditions

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

Goblin Gang Guards Skeleton Army
Goblin Gang
Goblin Gang Guards Skeleton Army Bats Minion Horde
Goblin Gang Guards Skeleton Army Bats Minion Horde
Goblin Gang Minion Horde Guards Skeleton Army
Bats Goblin Gang Minion Horde
Goblin Gang Guards Skeleton Army Bats Minion Horde
Minion Horde Skeleton Army
Minion Horde Bats Skeleton Army
Goblin Gang Minion Horde Guards Skeleton Army
Bats Minion Horde Guards
Skeleton Army Guards
Skeleton Army Goblin Gang Minion Horde Guards
Minion Horde Skeleton Army
Goblin Gang Guards Skeleton Army Bats Minion Horde
Bats Minion Horde

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.)

Minion Horde Guards
Minion Horde
Guards
Minion Horde
Bats Minion Horde
Minion Horde
Bats Goblin Gang Minion Horde Guards
Minion Horde
Minion Horde
Minion Horde
Minion Horde
Bats Minion Horde
Minion Horde
Minion Horde
Minion Horde
Bats Minion Horde
Bats Minion Horde Guards
Minion Horde
Minion Horde
Minion Horde
Minion Horde
Minion Horde Bats Goblin Gang Guards Skeleton Army
Goblin Gang Minion Horde
Minion Horde
Bats Goblin Gang Minion Horde Guards
Bats

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