My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Goblin Gang Wizard

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 Wizard Electro Giant Mega Knight Goblinstein

Offensive cards

Win conditions

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

Electro 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.

Goblin Gang Electro Giant Mega Knight

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.

Knight Goblin Gang Electro Giant Mega Knight

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 Skeleton Army
Giant Snowball
Bats Goblin Gang Skeleton Army
Zap
Bats Goblin Gang Skeleton Army
Barbarian Barrel
Knight Goblin Gang Wizard Skeleton Army
The Log
Goblin Gang Skeleton Army
Earthquake
Goblin Gang Skeleton Army
Arrows
Bats Goblin Gang Skeleton Army
Royal Delivery
Bats Knight Goblin Gang Wizard Skeleton Army
Fireball
Goblin Gang Wizard Skeleton Army
Poison
Bats Goblin Gang Wizard Skeleton Army
Lightning
Knight Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Giant Mega Knight

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 Knight Skeleton Army Electro Giant Mega Knight

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 Wizard

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.

Bats Knight Goblin Gang Skeleton Army Wizard Goblinstein Electro Giant Mega Knight

Shortest cycle

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

11 Bats Knight Goblin Gang Skeleton Army

Attack Synergies 3 2

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
Knight Mega Knight
Knight
Bats Goblin Gang Wizard
Goblin Gang
Knight
Wizard
Knight Mega Knight
Skeleton Army
Electro Giant
Mega Knight
Bats Wizard
Goblinstein

Defense Synergies 2 6

Bats
Knight Mega Knight
Knight
Bats Goblin Gang Wizard Skeleton Army
Goblin Gang
Knight Skeleton Army
Wizard
Knight Skeleton Army Mega Knight
Skeleton Army
Knight Goblin Gang Wizard
Electro Giant
Mega Knight
Bats Wizard
Goblinstein

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 Wizard
Skeleton Army Bats Knight Goblin Gang Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Knight
Skeleton Army Bats Knight Goblin Gang Mega Knight
Skeleton Army Mega Knight
Goblin Gang Skeleton Army Bats Mega Knight
Bats Goblin Gang Wizard
Electro Giant Mega Knight
Goblin Gang Skeleton Army
Knight Goblin Gang Skeleton Army Mega Knight
Bats Goblin Gang Skeleton Army Knight Wizard Electro Giant Mega Knight
Bats Goblin Gang Wizard
Skeleton Army Mega Knight Bats Knight Goblin Gang Wizard
Wizard Skeleton Army Mega Knight Bats Goblin Gang
Skeleton Army Knight Goblin Gang Mega Knight
Skeleton Army Goblin Gang Electro Giant Mega Knight Goblinstein
Wizard Mega Knight Bats Knight Goblin Gang Skeleton Army
Mega Knight Bats Knight Goblin Gang Wizard Skeleton Army
Wizard Bats Knight Mega Knight
Goblin Gang Wizard Skeleton Army Mega Knight Bats Knight Electro Giant
Skeleton Army

Counters to secondary win conditions

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

Knight Goblin Gang Skeleton Army Mega Knight Electro Giant
Knight Goblin Gang Wizard Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Knight
Goblin Gang Skeleton Army Mega Knight Bats Knight
Knight Goblin Gang Skeleton Army Mega Knight
Wizard Electro Giant Goblinstein Bats Goblin Gang
Goblin Gang Skeleton Army Bats Knight
Mega Knight Knight Skeleton Army
Mega Knight Goblinstein Bats Knight Skeleton Army
Goblin Gang Skeleton Army
Mega Knight Bats Knight
Skeleton Army Mega Knight Electro Giant
Skeleton Army Mega Knight Knight Goblin Gang Wizard
Wizard Skeleton Army Electro Giant Mega Knight
Goblin Gang Skeleton Army Electro Giant Bats Knight Goblinstein
Bats Mega Knight Wizard Electro Giant

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
Knight
Wizard Mega Knight Goblinstein
Wizard Electro Giant Goblinstein Bats
Wizard
Wizard
Wizard
Bats Goblin Gang
Knight Wizard
Wizard
Knight
Wizard
Wizard Mega Knight
Bats
Wizard Mega Knight
Wizard Electro Giant Mega Knight
Mega Knight
Wizard
Electro Giant Wizard Mega Knight Goblinstein
Wizard
Wizard Mega Knight
Bats Wizard Electro Giant
Bats Wizard Electro Giant Goblinstein
Wizard Mega Knight
Mega Knight
Wizard
Bats Goblin Gang Skeleton Army Goblinstein
Wizard
Knight Goblin Gang Wizard Mega Knight
Wizard
Electro Giant
Mega Knight
Electro Giant Bats Goblin Gang
Bats
Electro Giant Mega Knight
Wizard Mega Knight

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