My Best Clash Royale Deck

Deck Check Rating

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

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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Spear Goblins Bats Electro Wizard Inferno Dragon Night 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.

Spear Goblins Bats Golem Electro Wizard Inferno Dragon Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

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.

Spear Goblins Golem

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.

Golem Electro Wizard

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
Spear Goblins Bats Guards Skeleton Army Inferno Dragon Night Witch
Giant Snowball
Spear Goblins Bats Guards Skeleton Army Inferno Dragon Night Witch
Zap
Spear Goblins Bats Guards Skeleton Army Inferno Dragon Night Witch
Barbarian Barrel
Spear Goblins Guards Skeleton Army Electro Wizard Night Witch
The Log
Spear Goblins Guards Skeleton Army
Earthquake
Spear Goblins Guards Skeleton Army
Arrows
Spear Goblins Bats Guards Skeleton Army Night Witch
Royal Delivery
Spear Goblins Bats Guards Skeleton Army Electro Wizard Inferno Dragon Night Witch
Fireball
Skeleton Army Electro Wizard Inferno Dragon Night Witch
Poison
Spear Goblins Bats Guards Skeleton Army Electro Wizard Night Witch
Lightning
Electro Wizard Inferno Dragon Night Witch
Rocket
Inferno Dragon Night Witch

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.

Spear Goblins Bats Guards Skeleton Army Golem Inferno Dragon Night Witch

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.

Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bats Guards Skeleton Army Electro Wizard Inferno Dragon Night Witch Golem

Shortest cycle

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

10 Spear Goblins Bats Guards Skeleton Army

Attack Synergies 1 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.

Spear Goblins
Golem Inferno Dragon
Bats
Golem Inferno Dragon
Guards
Skeleton Army
Golem
Night Witch Spear Goblins Bats Electro Wizard
Electro Wizard
Golem
Inferno Dragon
Spear Goblins Bats
Night Witch
Golem

Defense Synergies 0 14

Spear Goblins
Bats Guards Skeleton Army Electro Wizard Inferno Dragon Night Witch
Bats
Spear Goblins Electro Wizard Inferno Dragon
Guards
Spear Goblins Skeleton Army Electro Wizard
Skeleton Army
Spear Goblins Guards Electro Wizard Inferno Dragon
Golem
Electro Wizard
Spear Goblins Bats Guards Skeleton Army Inferno Dragon Night Witch
Inferno Dragon
Spear Goblins Bats Skeleton Army Electro Wizard
Night Witch
Spear Goblins Electro 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.

Spear Goblins Electro Wizard
Skeleton Army Inferno Dragon Bats Electro Wizard Night Witch
Skeleton Army Bats Electro Wizard Inferno Dragon Night Witch
Skeleton Army Inferno Dragon Night Witch Bats Guards Electro Wizard
Skeleton Army
Skeleton Army Spear Goblins Bats Guards Electro Wizard Night Witch
Bats Electro Wizard Inferno Dragon Spear Goblins Night Witch
Electro Wizard
Inferno Dragon Skeleton Army Night Witch
Guards Skeleton Army Spear Goblins Electro Wizard Night Witch
Bats Guards Skeleton Army Electro Wizard Spear Goblins Night Witch
Inferno Dragon Spear Goblins Bats Electro Wizard Night Witch
Skeleton Army Night Witch Bats Guards Electro Wizard
Skeleton Army Bats Guards Electro Wizard Night Witch
Skeleton Army Inferno Dragon Electro Wizard
Skeleton Army Electro Wizard Inferno Dragon
Bats Skeleton Army Electro Wizard Night Witch
Spear Goblins Bats Guards Skeleton Army Electro Wizard Night Witch
Spear Goblins Bats Guards Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Skeleton Army Spear Goblins Bats Guards Electro Wizard Night Witch

Counters to secondary win conditions

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

Guards Skeleton Army Spear Goblins Electro Wizard
Electro Wizard Inferno Dragon
Guards Skeleton Army Spear Goblins Bats Electro Wizard
Guards Skeleton Army Bats Electro Wizard Night Witch
Guards Skeleton Army Inferno Dragon Night Witch
Bats Electro Wizard
Guards Skeleton Army Spear Goblins Bats Electro Wizard Night Witch
Skeleton Army Inferno Dragon
Electro Wizard Spear Goblins Bats Skeleton Army Inferno Dragon
Guards Skeleton Army Inferno Dragon
Inferno Dragon Bats Guards
Skeleton Army Guards Electro Wizard
Skeleton Army Guards Night Witch
Skeleton Army
Guards Skeleton Army Electro Wizard Spear Goblins Bats Inferno Dragon Night Witch
Bats Electro Wizard Inferno Dragon
Electro Wizard

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.)

Guards
Electro Wizard
Guards
Spear Goblins Bats
Bats Guards Electro Wizard Night Witch
Electro Wizard
Spear Goblins
Bats Night Witch
Electro Wizard
Night Witch
Inferno Dragon
Electro Wizard
Bats Electro Wizard Night Witch
Electro Wizard Bats Guards
Night Witch
Night Witch
Electro Wizard
Electro Wizard Spear Goblins Bats Guards Skeleton Army Night Witch
Electro Wizard
Electro Wizard
Bats Guards Electro Wizard
Bats Electro Wizard
Electro Wizard
Inferno Dragon

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