My Best Clash Royale Deck

Deck Check Rating

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

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Gang Musketeer 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.

Knight Musketeer Witch Bowler Sparky

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 Rage

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.

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

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
Goblin Gang Sparky
Giant Snowball
Goblin Gang Musketeer Witch
Zap
Goblin Gang Witch Sparky
Barbarian Barrel
Knight Goblin Gang Musketeer Witch Sparky
The Log
Goblin Gang Musketeer Witch Sparky
Earthquake
Goblin Gang Witch
Arrows
Goblin Gang Witch
Royal Delivery
Knight Goblin Gang Musketeer Witch Bowler Sparky
Fireball
Goblin Gang Musketeer Witch Bowler Sparky
Poison
Goblin Gang Musketeer Witch Sparky
Lightning
Knight Musketeer Witch Bowler Sparky
Rocket
Musketeer Witch Bowler Sparky

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Bowler 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.

Knight Rage Bowler Sparky

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 Musketeer Witch

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.

Rage Knight Goblin Gang Fireball Musketeer Witch Bowler Sparky

Shortest cycle

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

12 Rage Knight Goblin Gang Fireball

Attack Synergies 4 8

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.

Knight
Goblin Gang Musketeer Fireball Witch Sparky
Goblin Gang
Knight Bowler Sparky
Fireball
Knight Sparky
Musketeer
Knight Bowler
Rage
Witch Sparky
Witch
Rage Knight Bowler
Bowler
Goblin Gang Musketeer Witch
Sparky
Rage Knight Goblin Gang Fireball

Defense Synergies 3 8

Knight
Goblin Gang Musketeer Fireball Witch Bowler Sparky
Goblin Gang
Knight Musketeer Sparky
Fireball
Knight Musketeer
Musketeer
Knight Goblin Gang Fireball Bowler
Rage
Witch
Knight Bowler
Bowler
Knight Musketeer Witch
Sparky
Knight Goblin Gang

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.

Bowler Knight Fireball Musketeer Sparky
Sparky Knight Goblin Gang Musketeer Witch
Goblin Gang Witch Bowler Sparky Knight Musketeer
Witch Sparky Knight Goblin Gang Musketeer Bowler
Fireball Bowler Sparky
Goblin Gang Fireball Bowler Musketeer
Musketeer Goblin Gang Fireball Witch
Bowler Fireball Musketeer Sparky
Witch Sparky Goblin Gang Musketeer
Knight Goblin Gang Musketeer Bowler Sparky
Goblin Gang Witch Knight Fireball Musketeer Bowler
Musketeer Goblin Gang Fireball Witch
Bowler Sparky Knight Goblin Gang Fireball Musketeer Witch
Fireball Bowler Sparky Goblin Gang Witch
Sparky Knight Goblin Gang
Goblin Gang Fireball Bowler Sparky
Sparky Knight Goblin Gang Fireball Musketeer Witch Bowler
Fireball Knight Goblin Gang Musketeer Witch Bowler
Witch Knight Fireball Musketeer Bowler
Sparky Musketeer
Goblin Gang Bowler Knight Fireball Musketeer Witch Sparky
Sparky

Counters to secondary win conditions

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

Knight Goblin Gang Fireball Witch Bowler Sparky
Fireball Knight Goblin Gang Musketeer Bowler
Goblin Gang Knight Musketeer Witch Bowler Sparky
Goblin Gang Bowler Knight Fireball Musketeer Sparky
Knight Goblin Gang Musketeer Witch Bowler Sparky
Fireball Goblin Gang Musketeer Witch
Goblin Gang Sparky Knight Fireball Musketeer Witch Bowler
Knight Sparky
Knight Fireball Witch Sparky
Witch Goblin Gang Musketeer Sparky
Knight Musketeer Witch Bowler Sparky
Fireball Bowler
Bowler Knight Goblin Gang Fireball Witch Sparky
Fireball Musketeer Witch Bowler Sparky
Goblin Gang Witch Sparky Knight Fireball Musketeer Bowler
Bowler Fireball Musketeer Witch Sparky
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 Musketeer Sparky
Fireball Musketeer Bowler
Fireball Sparky
Knight Fireball Musketeer Sparky
Fireball Bowler Sparky
Fireball Musketeer Witch
Musketeer Witch Bowler Sparky
Fireball Bowler
Fireball
Goblin Gang Fireball Musketeer Bowler Sparky
Knight Fireball Musketeer Bowler Sparky
Fireball Musketeer
Knight Fireball Musketeer Bowler Sparky
Fireball Musketeer
Fireball Musketeer Sparky
Fireball Musketeer Witch Bowler Sparky
Fireball Musketeer Bowler Sparky
Fireball Sparky
Sparky
Fireball Musketeer Bowler Sparky
Fireball Witch Bowler
Fireball Musketeer Bowler Sparky
Fireball
Musketeer Bowler Sparky
Fireball Musketeer
Fireball Witch Bowler Sparky
Witch
Fireball Musketeer Witch Bowler Sparky
Fireball Musketeer Witch Bowler Sparky
Fireball Musketeer Sparky
Fireball Musketeer Witch Sparky
Fireball Musketeer Witch
Fireball Bowler Sparky
Fireball Musketeer Sparky
Fireball Sparky
Sparky
Fireball Bowler Sparky
Goblin Gang Fireball Musketeer Witch
Fireball Musketeer Witch
Fireball
Fireball Knight Goblin Gang Musketeer Bowler Sparky
Fireball Musketeer Bowler
Fireball Sparky
Musketeer Sparky
Goblin Gang Fireball Musketeer Witch Bowler Sparky
Fireball Musketeer Witch
Fireball Musketeer Witch Bowler Sparky
Sparky
Fireball Bowler Sparky

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