My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Good

1 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 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 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 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 Witch Goblin Giant

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 Witch Giant Skeleton Goblin Giant

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Goblin Giant

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 Giant Skeleton Goblin Giant

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.

Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

Ladder info

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 Arrows Knight Giant Skeleton

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 Witch

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 Arrows Knight Goblin Gang Wizard Witch Giant Skeleton Goblin Giant

Shortest cycle

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

11 Bats Arrows Knight Goblin Gang

Attack Synergies 3 12

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 Giant Skeleton Goblin Giant
Arrows
Knight Giant Skeleton Goblin Giant
Knight
Bats Goblin Gang Arrows Wizard Witch
Goblin Gang
Knight Giant Skeleton Goblin Giant
Wizard
Knight Giant Skeleton Goblin Giant
Witch
Knight Giant Skeleton Goblin Giant
Giant Skeleton
Bats Arrows Goblin Gang Wizard Witch
Goblin Giant
Bats Arrows Goblin Gang Wizard Witch

Defense Synergies 2 9

Bats
Knight Giant Skeleton Goblin Giant
Arrows
Knight Giant Skeleton
Knight
Bats Goblin Gang Arrows Wizard Witch
Goblin Gang
Knight Giant Skeleton
Wizard
Knight Giant Skeleton
Witch
Knight Giant Skeleton
Giant Skeleton
Bats Arrows Goblin Gang Wizard Witch
Goblin Giant
Bats

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 Goblin Giant
Bats Knight Goblin Gang Witch
Goblin Gang Witch Bats Knight Giant Skeleton
Witch Bats Knight Goblin Gang
Arrows Giant Skeleton
Arrows Goblin Gang Bats
Bats Arrows Goblin Gang Wizard Witch
Arrows Giant Skeleton Goblin Giant
Witch Goblin Gang
Knight Goblin Gang Giant Skeleton
Bats Goblin Gang Witch Arrows Knight Wizard Giant Skeleton Goblin Giant
Arrows Bats Goblin Gang Wizard Witch
Bats Knight Goblin Gang Wizard Witch Giant Skeleton
Wizard Bats Arrows Goblin Gang Witch
Knight Goblin Gang
Goblin Gang
Wizard Bats Arrows Knight Goblin Gang Witch
Arrows Bats Knight Goblin Gang Wizard Witch
Arrows Wizard Witch Bats Knight Giant Skeleton
Goblin Gang Wizard Bats Arrows Knight Witch Giant Skeleton Goblin Giant

Counters to secondary win conditions

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

Knight Goblin Gang Witch Giant Skeleton
Arrows Knight Goblin Gang Wizard
Goblin Gang Giant Skeleton Bats Knight Witch Goblin Giant
Goblin Gang Giant Skeleton Bats Knight Goblin Giant
Giant Skeleton Knight Goblin Gang Witch Goblin Giant
Arrows Wizard Bats Goblin Gang Witch Goblin Giant
Goblin Gang Bats Knight Witch Giant Skeleton Goblin Giant
Giant Skeleton Knight Goblin Giant
Giant Skeleton Bats Knight Witch
Witch Goblin Gang Goblin Giant
Bats Knight Witch Giant Skeleton
Arrows Giant Skeleton Goblin Giant
Giant Skeleton Knight Goblin Gang Wizard Witch Goblin Giant
Wizard Witch
Goblin Gang Witch Bats Knight Giant Skeleton Goblin Giant
Bats Arrows Wizard Witch Giant Skeleton

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.)

Arrows Knight Giant Skeleton
Arrows
Arrows Giant Skeleton Goblin Giant
Arrows Knight Giant Skeleton
Wizard Arrows
Arrows Wizard Bats Witch Goblin Giant
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Bats Goblin Gang
Arrows Knight Wizard
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Bats
Arrows Wizard
Arrows Wizard Witch
Giant Skeleton
Arrows Wizard
Arrows
Arrows Wizard Witch
Witch
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Bats Arrows Wizard Witch
Bats Wizard Witch
Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Bats Goblin Gang Witch
Arrows Wizard Witch
Arrows
Knight Goblin Gang Wizard
Arrows Wizard
Arrows Giant Skeleton
Bats Goblin Gang Witch Giant Skeleton
Bats Witch
Witch Giant Skeleton Goblin Giant

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