My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Goblin Gang

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 Archers Giant Elixir Collector Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Arrows

Punishments

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

Goblin Gang Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

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

Goblin Gang Giant

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 Archers Goblin Gang Giant Sparky
Giant Snowball
Bats Archers Goblin Gang
Zap
Bats Archers Goblin Gang Sparky
Barbarian Barrel
Archers Goblin Gang Sparky
The Log
Archers Goblin Gang Sparky
Earthquake
Archers Goblin Gang Elixir Collector
Arrows
Bats Archers Goblin Gang
Royal Delivery
Bats Archers Goblin Gang Sparky
Fireball
Archers Goblin Gang Elixir Collector Sparky
Poison
Bats Archers Goblin Gang Elixir Collector Sparky
Lightning
Elixir Collector Sparky
Rocket
Elixir Collector Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Sparky

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 Elixir Collector Sparky

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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Arrows Goblin Gang Giant Elixir Collector Sparky

Shortest cycle

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

10 Bats Zap Archers Arrows

Attack Synergies 7 7

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
Giant Zap Sparky
Zap
Arrows Giant Sparky Bats Archers
Archers
Zap Arrows Giant
Arrows
Zap Giant Sparky Archers
Goblin Gang
Giant Sparky
Giant
Bats Zap Arrows Sparky Archers Goblin Gang
Elixir Collector
Sparky
Zap Arrows Giant Bats Goblin Gang

Defense Synergies 0 9

Bats
Zap Sparky
Zap
Bats Archers Arrows Goblin Gang Sparky
Archers
Zap Goblin Gang
Arrows
Zap Sparky
Goblin Gang
Zap Archers Sparky
Giant
Elixir Collector
Sparky
Bats Zap Arrows Goblin Gang

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 Sparky
Sparky Bats Zap Goblin Gang
Goblin Gang Sparky Bats Archers
Sparky Bats Goblin Gang
Arrows Sparky
Arrows Goblin Gang Bats Zap Archers
Bats Zap Archers Arrows Goblin Gang
Zap Arrows Sparky
Sparky Goblin Gang
Goblin Gang Archers Sparky
Bats Archers Goblin Gang Zap Arrows
Arrows Bats Zap Archers Goblin Gang
Sparky Bats Zap Goblin Gang
Sparky Bats Zap Arrows Goblin Gang
Sparky Goblin Gang
Zap Goblin Gang Sparky
Sparky Bats Arrows Goblin Gang
Arrows Bats Zap Archers Goblin Gang
Zap Arrows Bats Archers
Sparky
Goblin Gang Bats Archers Arrows Sparky

Counters to secondary win conditions

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

Goblin Gang Zap Archers Sparky
Zap Archers Arrows Goblin Gang
Goblin Gang Bats Zap Sparky
Goblin Gang Bats Zap Sparky
Goblin Gang Sparky
Arrows Bats Zap Archers Goblin Gang
Goblin Gang Sparky Bats Archers
Sparky
Zap Bats Sparky
Goblin Gang Sparky
Bats Sparky
Zap Arrows
Goblin Gang Sparky
Archers Sparky
Goblin Gang Sparky Bats Zap Archers
Bats Arrows Zap Archers Sparky

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 Sparky
Arrows Zap
Arrows Sparky
Arrows Sparky
Zap Arrows Sparky
Arrows Bats Zap
Archers Arrows Sparky
Arrows Zap
Arrows Zap
Bats Goblin Gang Sparky
Zap Arrows Sparky
Zap Archers Arrows
Sparky
Arrows
Zap Arrows Sparky
Zap Arrows Sparky
Arrows Sparky
Arrows Sparky
Bats Sparky
Zap Archers Arrows Sparky
Zap Arrows
Sparky
Arrows
Sparky
Zap Arrows
Zap Arrows Sparky
Arrows Zap Sparky
Zap Arrows Sparky
Zap Arrows Sparky
Bats Zap Archers Arrows Sparky
Zap Bats
Sparky
Zap Arrows Sparky
Zap Arrows Sparky
Sparky
Arrows Sparky
Zap Bats Archers Goblin Gang
Zap Archers Arrows
Arrows
Goblin Gang Sparky
Arrows Zap
Zap Arrows Sparky
Sparky
Zap Bats Goblin Gang Sparky
Bats Zap
Zap Sparky

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