My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

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 Hunter

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 Hunter Bandit

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.

Zap

Punishments

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

Goblin Gang Elite Barbarians Bandit

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 Elite Barbarians Bandit

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.

Elite Barbarians Bandit

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 Elite Barbarians Bandit
Giant Snowball
Bats Goblin Gang
Zap
Bats Goblin Gang Bandit
Barbarian Barrel
Knight Goblin Gang Elite Barbarians Wizard Hunter Bandit
The Log
Goblin Gang Elite Barbarians Hunter Bandit
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Elite Barbarians Wizard Hunter Bandit
Fireball
Goblin Gang Elite Barbarians Wizard Hunter Bandit
Poison
Bats Goblin Gang Wizard Hunter
Lightning
Knight Elite Barbarians Wizard Hunter Bandit
Rocket
Elite Barbarians Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Hunter

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 Knight

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.

Elite Barbarians

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.

Bats Zap Knight Goblin Gang Bandit Hunter Wizard Elite Barbarians

Shortest cycle

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

10 Bats Zap Knight Goblin Gang

Attack Synergies 3 14

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 Zap Elite Barbarians Bandit
Zap
Elite Barbarians Bats Knight Hunter Bandit
Knight
Bats Goblin Gang Zap Elite Barbarians Wizard Hunter
Goblin Gang
Knight Bandit
Elite Barbarians
Zap Bats Knight Wizard Bandit
Wizard
Knight Elite Barbarians Bandit
Hunter
Zap Knight Bandit
Bandit
Bats Zap Goblin Gang Elite Barbarians Wizard Hunter

Defense Synergies 3 14

Bats
Knight Zap Hunter Bandit
Zap
Bats Knight Goblin Gang Elite Barbarians Hunter Bandit
Knight
Bats Goblin Gang Hunter Zap Wizard
Goblin Gang
Knight Zap Bandit
Elite Barbarians
Zap Wizard Hunter
Wizard
Knight Elite Barbarians Bandit
Hunter
Knight Bats Zap Elite Barbarians Bandit
Bandit
Bats Zap Goblin Gang Wizard Hunter

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.

Zap Knight Wizard
Elite Barbarians Hunter Bats Zap Knight Goblin Gang Bandit
Goblin Gang Hunter Bats Knight Elite Barbarians Bandit
Elite Barbarians Hunter Bats Knight Goblin Gang Bandit
Elite Barbarians
Goblin Gang Bats Zap Hunter Bandit
Bats Hunter Zap Goblin Gang Wizard
Zap Bandit
Hunter Goblin Gang Elite Barbarians
Knight Goblin Gang Elite Barbarians Hunter Bandit
Bats Goblin Gang Zap Knight Wizard Hunter Bandit
Hunter Bats Zap Goblin Gang Wizard
Hunter Bats Zap Knight Goblin Gang Elite Barbarians Wizard Bandit
Wizard Bats Zap Goblin Gang Hunter
Elite Barbarians Knight Goblin Gang Hunter Bandit
Zap Goblin Gang Elite Barbarians Hunter Bandit
Wizard Bats Knight Goblin Gang Elite Barbarians Hunter
Bats Zap Knight Goblin Gang Elite Barbarians Wizard Hunter Bandit
Zap Wizard Hunter Bats Knight Bandit
Elite Barbarians Hunter
Goblin Gang Wizard Bats Knight Elite Barbarians Hunter Bandit

Counters to secondary win conditions

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

Knight Goblin Gang Zap Elite Barbarians Bandit
Bandit Zap Knight Goblin Gang Elite Barbarians Wizard Hunter
Goblin Gang Bandit Bats Zap Knight Elite Barbarians Hunter
Goblin Gang Hunter Bats Zap Knight Elite Barbarians Bandit
Knight Goblin Gang Elite Barbarians Hunter Bandit
Wizard Bats Zap Goblin Gang Hunter
Goblin Gang Bats Knight Elite Barbarians Hunter Bandit
Knight Elite Barbarians Hunter
Zap Bats Knight Elite Barbarians Bandit
Goblin Gang
Bats Knight Elite Barbarians Hunter
Zap Elite Barbarians
Elite Barbarians Knight Goblin Gang Wizard Hunter Bandit
Wizard
Goblin Gang Elite Barbarians Bats Zap Knight Hunter
Bats Zap Elite Barbarians Wizard Hunter

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.)

Knight Bandit
Zap Bandit
Bandit
Knight
Wizard Zap
Wizard Bats Zap Hunter
Wizard
Zap Wizard Hunter
Zap Wizard Bandit
Bats Goblin Gang Elite Barbarians
Zap Knight Wizard Bandit
Zap Wizard
Knight Elite Barbarians Hunter Bandit
Bandit
Zap Elite Barbarians
Zap Wizard Hunter Bandit
Wizard Bandit
Bats
Zap Wizard Hunter Bandit
Zap Wizard
Wizard
Zap
Zap Wizard Hunter
Zap Wizard Hunter Bandit
Zap Wizard Bandit
Zap Bandit
Elite Barbarians Bats Zap Wizard Hunter
Zap Bats Wizard
Elite Barbarians
Zap Wizard Hunter Bandit
Zap
Wizard
Zap Bats Goblin Gang Bandit
Zap Wizard Hunter
Knight Goblin Gang Wizard Hunter
Zap Wizard
Zap
Elite Barbarians
Zap Bats Goblin Gang Elite Barbarians
Bats Zap
Zap Bandit

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