My Best Clash Royale Deck

Deck Check Rating

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

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 Goblin Gang Furnace Electro Wizard

Defensive buildings

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

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Furnace Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

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 Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblin Gang Mega Knight

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.

Goblin Barrel Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Zap Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Zap Furnace Mega Knight

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 Skeleton Army Mega 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.

Goblin Barrel 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 Furnace Goblin Barrel Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Goblin Gang Goblin Barrel Skeleton Army Furnace Electro Wizard Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Gang Goblin Barrel

Attack Synergies 3 8

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
Mega Knight Zap Goblin Barrel
Zap
Electro Wizard Bats Furnace Mega Knight
Goblin Gang
Goblin Barrel
Furnace
Zap Goblin Barrel
Goblin Barrel
Goblin Gang Bats Furnace Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
Electro Wizard
Zap Mega Knight
Mega Knight
Bats Zap Goblin Barrel Electro Wizard

Defense Synergies 2 13

Bats
Zap Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Goblin Gang Furnace Skeleton Army
Goblin Gang
Zap Furnace Skeleton Army Electro Wizard
Furnace
Zap Goblin Gang Skeleton Army Electro Wizard
Goblin Barrel
Skeleton Army
Zap Goblin Gang Furnace Electro Wizard
Electro Wizard
Zap Bats Goblin Gang Furnace Skeleton Army Mega Knight
Mega Knight
Zap Bats Electro 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.

Zap Electro Wizard
Skeleton Army Bats Zap Goblin Gang Furnace Electro Wizard Mega Knight
Goblin Gang Furnace Skeleton Army Mega Knight Bats Electro Wizard
Skeleton Army Bats Goblin Gang Furnace Electro Wizard Mega Knight
Skeleton Army Mega Knight
Goblin Gang Skeleton Army Bats Zap Furnace Electro Wizard Mega Knight
Bats Furnace Electro Wizard Zap Goblin Gang
Zap Electro Wizard Mega Knight
Goblin Gang Furnace Skeleton Army
Goblin Gang Skeleton Army Electro Wizard Mega Knight
Bats Goblin Gang Skeleton Army Electro Wizard Zap Furnace Mega Knight
Bats Zap Goblin Gang Furnace Electro Wizard
Furnace Skeleton Army Mega Knight Bats Zap Goblin Gang Electro Wizard
Skeleton Army Mega Knight Bats Zap Goblin Gang Furnace Electro Wizard
Skeleton Army Goblin Gang Furnace Electro Wizard Mega Knight
Skeleton Army Zap Goblin Gang Furnace Electro Wizard Mega Knight
Mega Knight Bats Goblin Gang Furnace Skeleton Army Electro Wizard
Mega Knight Bats Zap Goblin Gang Furnace Skeleton Army Electro Wizard
Zap Furnace Bats Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Skeleton Army Mega Knight Bats Furnace Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Zap Furnace Electro Wizard
Electro Wizard Zap Goblin Gang Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Zap Furnace Electro Wizard
Goblin Gang Skeleton Army Mega Knight Bats Zap Electro Wizard
Goblin Gang Skeleton Army Mega Knight
Furnace Bats Zap Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Bats Furnace Electro Wizard
Mega Knight Skeleton Army
Zap Electro Wizard Mega Knight Bats Skeleton Army
Goblin Gang Skeleton Army
Mega Knight Bats
Skeleton Army Mega Knight Zap Electro Wizard
Skeleton Army Mega Knight Goblin Gang
Furnace Skeleton Army Mega Knight
Goblin Gang Skeleton Army Electro Wizard Bats Zap Furnace
Bats Mega Knight Zap Electro 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.)

Zap Electro Wizard
Zap Furnace Mega Knight
Bats Zap Furnace
Furnace
Zap
Zap
Bats Goblin Gang Electro Wizard
Zap Electro Wizard
Zap
Zap Furnace
Zap Furnace
Furnace Mega Knight
Bats
Zap Electro Wizard Mega Knight
Zap Mega Knight
Mega Knight
Zap
Zap Furnace Mega Knight
Zap Electro Wizard
Zap Mega Knight
Zap
Bats Zap Furnace Electro Wizard
Zap Electro Wizard Bats
Zap Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Bats Goblin Gang Skeleton Army
Zap Electro Wizard
Goblin Gang Electro Wizard Mega Knight
Zap
Zap
Mega Knight
Zap Bats Goblin Gang Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: