My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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 Musketeer Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

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 Musketeer Goblin Hut

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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 Rage 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.

Fireball 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 Fireball Musketeer

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 Rage Knight Goblin Gang Skeleton Army Fireball Musketeer Goblin Hut

Shortest cycle

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

10 Bats Rage Knight Goblin Gang

Attack Synergies 3 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.

Bats
Knight Rage
Knight
Bats Goblin Gang Musketeer Fireball Goblin Hut
Goblin Gang
Knight Goblin Hut
Fireball
Knight
Musketeer
Knight Goblin Hut
Goblin Hut
Knight Goblin Gang Musketeer
Rage
Bats
Skeleton Army

Defense Synergies 4 11

Bats
Knight Musketeer
Knight
Bats Goblin Gang Musketeer Fireball Goblin Hut Skeleton Army
Goblin Gang
Knight Musketeer Goblin Hut Skeleton Army
Fireball
Knight Musketeer Goblin Hut
Musketeer
Knight Goblin Gang Bats Fireball Goblin Hut Skeleton Army
Goblin Hut
Knight Goblin Gang Fireball Musketeer Skeleton Army
Rage
Skeleton Army
Knight Goblin Gang Musketeer Goblin Hut

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 Fireball Musketeer Goblin Hut
Skeleton Army Bats Knight Goblin Gang Musketeer Goblin Hut
Goblin Gang Goblin Hut Skeleton Army Bats Knight Musketeer
Goblin Hut Skeleton Army Bats Knight Goblin Gang Musketeer
Fireball Skeleton Army
Goblin Gang Fireball Skeleton Army Bats Musketeer
Bats Musketeer Goblin Gang Fireball Goblin Hut
Fireball Musketeer
Goblin Gang Musketeer Goblin Hut Skeleton Army
Knight Goblin Gang Skeleton Army Musketeer
Bats Goblin Gang Skeleton Army Knight Fireball Musketeer Goblin Hut
Musketeer Bats Goblin Gang Fireball Goblin Hut
Goblin Hut Skeleton Army Bats Knight Goblin Gang Fireball Musketeer
Fireball Skeleton Army Bats Goblin Gang Goblin Hut
Skeleton Army Knight Goblin Gang Goblin Hut
Skeleton Army Goblin Gang Fireball Goblin Hut
Bats Knight Goblin Gang Fireball Musketeer Goblin Hut Skeleton Army
Fireball Bats Knight Goblin Gang Musketeer Goblin Hut Skeleton Army
Bats Knight Fireball Musketeer Goblin Hut
Musketeer Goblin Hut
Goblin Gang Skeleton Army Bats Knight Fireball Musketeer

Counters to secondary win conditions

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

Knight Goblin Gang Skeleton Army Fireball Goblin Hut
Fireball Knight Goblin Gang Musketeer
Goblin Gang Skeleton Army Bats Knight Musketeer Goblin Hut
Goblin Gang Skeleton Army Bats Knight Fireball Musketeer
Knight Goblin Gang Musketeer Goblin Hut Skeleton Army
Fireball Bats Goblin Gang Musketeer Goblin Hut
Goblin Gang Skeleton Army Bats Knight Fireball Musketeer Goblin Hut
Knight Skeleton Army
Bats Knight Fireball Goblin Hut Skeleton Army
Goblin Gang Musketeer Goblin Hut Skeleton Army
Bats Knight Musketeer Goblin Hut
Skeleton Army Fireball
Skeleton Army Knight Goblin Gang Fireball
Fireball Musketeer Skeleton Army
Goblin Gang Goblin Hut Skeleton Army Bats Knight Fireball Musketeer
Bats Fireball Musketeer Goblin Hut

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
Fireball Musketeer
Fireball Goblin Hut
Knight Fireball Musketeer
Fireball
Fireball Bats Musketeer
Musketeer
Fireball
Fireball
Bats Goblin Gang Fireball Musketeer
Knight Fireball Musketeer
Fireball Musketeer
Knight Fireball Musketeer Goblin Hut
Fireball Musketeer
Fireball Musketeer Goblin Hut
Fireball Musketeer Goblin Hut
Fireball Musketeer Goblin Hut
Fireball
Bats
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball
Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Bats Fireball Musketeer
Bats Fireball Musketeer Goblin Hut
Fireball
Fireball Musketeer
Fireball
Fireball
Bats Goblin Gang Fireball Musketeer Goblin Hut Skeleton Army
Fireball Musketeer
Fireball
Fireball Knight Goblin Gang Musketeer
Fireball Musketeer
Fireball
Musketeer
Bats Goblin Gang Fireball Musketeer
Bats Fireball Musketeer
Fireball Musketeer

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