My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
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 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.

Skeletons Bomber Bats Wizard Elixir Collector

Offensive cards

Win conditions

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

Royal Hogs

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 Royal Hogs

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblin Gang Royal Hogs

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
Skeletons Bomber Bats Goblin Gang Royal Hogs Skeleton Army
Giant Snowball
Skeletons Bomber Bats Goblin Gang Royal Hogs Skeleton Army
Zap
Skeletons Bomber Bats Goblin Gang Royal Hogs Skeleton Army
Barbarian Barrel
Skeletons Bomber Goblin Gang Wizard Royal Hogs Skeleton Army
The Log
Skeletons Bomber Goblin Gang Royal Hogs Skeleton Army
Earthquake
Skeletons Bomber Goblin Gang Royal Hogs Elixir Collector Skeleton Army
Arrows
Skeletons Bomber Bats Goblin Gang Royal Hogs Skeleton Army
Royal Delivery
Skeletons Bomber Bats Goblin Gang Wizard Royal Hogs Skeleton Army
Fireball
Bomber Goblin Gang Wizard Royal Hogs Elixir Collector Skeleton Army
Poison
Bomber Bats Goblin Gang Wizard Royal Hogs Elixir Collector Skeleton Army
Lightning
Wizard Elixir Collector
Rocket
Wizard Royal Hogs Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard

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 Elixir Collector 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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bomber Bats Goblin Gang Skeleton Army Wizard Royal Hogs Elixir Collector

Shortest cycle

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

8 Skeletons Bomber Bats Goblin Gang

Attack Synergies 0 5

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.

Skeletons
Bomber
Bats Royal Hogs
Bats
Bomber Royal Hogs
Goblin Gang
Royal Hogs
Wizard
Royal Hogs
Royal Hogs
Bomber Bats Goblin Gang Wizard
Elixir Collector
Skeleton Army

Defense Synergies 0 6

Skeletons
Bomber Bats Wizard
Bomber
Skeletons Bats
Bats
Skeletons Bomber
Goblin Gang
Skeleton Army
Wizard
Skeletons Skeleton Army
Royal Hogs
Elixir Collector
Skeleton Army
Goblin Gang Wizard

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.

Bomber Wizard
Skeleton Army Skeletons Bats Goblin Gang
Goblin Gang Skeleton Army Skeletons Bomber Bats
Skeleton Army Skeletons Bats Goblin Gang
Bomber Skeleton Army
Goblin Gang Skeleton Army Skeletons Bomber Bats
Bats Goblin Gang Wizard
Skeletons Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Skeletons Bomber
Bats Goblin Gang Skeleton Army Skeletons Bomber Wizard
Bats Goblin Gang Wizard
Skeleton Army Skeletons Bomber Bats Goblin Gang Wizard
Bomber Wizard Skeleton Army Bats Goblin Gang
Skeleton Army Goblin Gang
Skeleton Army Goblin Gang
Wizard Skeletons Bomber Bats Goblin Gang Skeleton Army
Bomber Bats Goblin Gang Wizard Skeleton Army
Wizard Bomber Bats
Bomber Goblin Gang Wizard Skeleton Army Bats

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Skeletons
Bomber Goblin Gang Wizard
Goblin Gang Skeleton Army Skeletons Bats
Goblin Gang Skeleton Army Bats
Skeletons Goblin Gang Skeleton Army
Wizard Skeletons Bats Goblin Gang
Goblin Gang Skeleton Army Skeletons Bats
Skeleton Army
Skeletons Bats Skeleton Army
Skeletons Goblin Gang Skeleton Army
Bats
Skeleton Army
Skeleton Army Skeletons Goblin Gang Wizard
Wizard Bomber Skeleton Army
Goblin Gang Skeleton Army Skeletons Bomber Bats
Bats Bomber Wizard
Bomber

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.)

Bomber Wizard
Wizard Bats
Bomber Wizard
Wizard
Wizard
Bats Goblin Gang
Wizard
Wizard
Bomber Wizard
Wizard
Bomber Bats
Bomber Wizard
Bomber Wizard
Wizard
Bomber Wizard
Wizard
Wizard
Bats Wizard
Bats Wizard
Bomber Wizard
Wizard
Bats Goblin Gang Skeleton Army
Wizard
Goblin Gang Wizard
Bomber Wizard
Bats Goblin Gang
Bats
Wizard

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