My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Missing cards in your collection

Elixir Collector Rage Tornado Void Cannon Cart Fisherman Lumberjack Night Witch Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

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!
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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Firecracker 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 Firecracker Wizard

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.

Missing

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.

Missing

Dropped at the bridge

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

Electro Spirit Goblin Gang

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.

Electro Spirit Firecracker

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 Skeleton Army
Giant Snowball
Skeletons Bomber Bats Goblin Gang Skeleton Army
Zap
Skeletons Bomber Bats Goblin Gang Firecracker Skeleton Army
Barbarian Barrel
Skeletons Electro Spirit Bomber Goblin Gang Firecracker Wizard Skeleton Army
The Log
Skeletons Electro Spirit Bomber Goblin Gang Firecracker Skeleton Army
Earthquake
Skeletons Bomber Goblin Gang Firecracker Skeleton Army
Arrows
Skeletons Electro Spirit Bomber Bats Goblin Gang Firecracker Skeleton Army
Royal Delivery
Skeletons Electro Spirit Bomber Bats Goblin Gang Firecracker Wizard Skeleton Army
Fireball
Bomber Goblin Gang Firecracker Wizard Skeleton Army
Poison
Bomber Bats Goblin Gang Firecracker Wizard Skeleton Army
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Firecracker 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.

Electro Spirit Bats 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 Electro Spirit Bomber Bats Goblin Gang Firecracker Skeleton Army Wizard

Shortest cycle

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

6 Skeletons Electro Spirit Bomber Bats

Attack Synergies 0 3

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
Electro Spirit
Bomber
Bats
Bats
Bomber Firecracker
Goblin Gang
Firecracker
Firecracker
Bats Goblin Gang
Wizard
Skeleton Army

Defense Synergies 0 11

Skeletons
Electro Spirit Bomber Bats Firecracker Wizard
Electro Spirit
Skeletons
Bomber
Skeletons Bats
Bats
Skeletons Bomber Firecracker
Goblin Gang
Firecracker Skeleton Army
Firecracker
Skeletons Bats Goblin Gang Skeleton Army
Wizard
Skeletons Skeleton Army
Skeleton Army
Goblin Gang Firecracker 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 Firecracker Wizard
Skeleton Army Skeletons Bomber Bats Goblin Gang Firecracker
Goblin Gang Skeleton Army Skeletons Bomber Bats
Skeleton Army Skeletons Bomber Bats Goblin Gang Firecracker
Bomber Firecracker Skeleton Army
Goblin Gang Skeleton Army Skeletons Electro Spirit Bomber Bats Firecracker
Bats Electro Spirit Goblin Gang Firecracker Wizard
Electro Spirit
Skeletons Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Skeletons Bomber Firecracker
Bats Goblin Gang Skeleton Army Skeletons Electro Spirit Bomber Firecracker Wizard
Bats Goblin Gang Firecracker Wizard
Skeleton Army Skeletons Bomber Bats Goblin Gang Wizard
Bomber Wizard Skeleton Army Electro Spirit Bats Goblin Gang Firecracker
Skeleton Army Goblin Gang
Skeleton Army Goblin Gang
Wizard Skeletons Bomber Bats Goblin Gang Firecracker Skeleton Army
Electro Spirit Bomber Bats Goblin Gang Firecracker Wizard Skeleton Army
Wizard Electro Spirit Bomber Bats Firecracker
Bomber Goblin Gang Wizard Skeleton Army Electro Spirit Bats Firecracker

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 Firecracker Wizard
Goblin Gang Skeleton Army Skeletons Bats
Goblin Gang Skeleton Army Bats
Skeletons Goblin Gang Skeleton Army
Firecracker Wizard Skeletons Electro Spirit Bats Goblin Gang
Goblin Gang Skeleton Army Skeletons Bats
Skeleton Army
Skeletons Electro Spirit Bats Firecracker Skeleton Army
Skeletons Goblin Gang Skeleton Army
Bats
Skeleton Army
Skeleton Army Skeletons Goblin Gang Wizard
Wizard Bomber Firecracker Skeleton Army
Goblin Gang Skeleton Army Skeletons Electro Spirit Bomber Bats Firecracker
Bats Electro Spirit Bomber Firecracker 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.)

Firecracker
Firecracker
Firecracker
Bomber Wizard Firecracker
Firecracker Wizard Electro Spirit Bats
Bomber Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Bats Goblin Gang
Firecracker Wizard
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Bomber Firecracker Wizard
Firecracker Wizard
Bomber Bats
Bomber Firecracker Wizard
Bomber Firecracker Wizard
Wizard
Firecracker Electro Spirit Bomber Wizard
Firecracker Wizard
Wizard
Firecracker
Bats Firecracker Wizard
Electro Spirit Bats Firecracker Wizard
Bomber Wizard
Electro Spirit Firecracker
Firecracker Wizard
Electro Spirit Bats Goblin Gang Skeleton Army
Firecracker Wizard
Goblin Gang Firecracker Wizard
Bomber Firecracker Wizard
Firecracker
Electro Spirit Bats Goblin Gang Firecracker
Firecracker Bats
Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: