My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 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!

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 Minions 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 Lava Hound

Offensive cards

Win conditions

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

Miner Lava Hound

Damage spells

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

Fireball

Punishments

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

Goblin Gang Miner

Pump responses

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

Fireball Miner

Dropped at the bridge

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

Goblin Gang Lava Hound

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.

Miner

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 Minions Goblin Gang Guards Miner Lava Hound
Giant Snowball
Bats Archers Minions Goblin Gang Guards Miner Lava Hound
Zap
Bats Archers Minions Goblin Gang Guards Lava Hound
Barbarian Barrel
Archers Goblin Gang Guards
The Log
Archers Goblin Gang Guards
Earthquake
Archers Goblin Gang Guards
Arrows
Bats Archers Minions Goblin Gang Guards Lava Hound
Royal Delivery
Bats Archers Minions Goblin Gang Guards Miner Lava Hound
Fireball
Archers Minions Goblin Gang Lava Hound
Poison
Bats Archers Minions Goblin Gang Guards Lava Hound
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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 Guards Miner

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.

Fireball

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.

Minions Goblin Gang Fireball Lava Hound

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 Archers Minions Goblin Gang Guards Miner Fireball Lava Hound

Shortest cycle

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

11 Bats Archers Minions Goblin Gang

Attack Synergies 8 6

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
Miner Lava Hound Minions
Archers
Miner Lava Hound
Minions
Miner Lava Hound Bats
Goblin Gang
Miner Lava Hound
Fireball
Lava Hound Miner
Guards
Miner Lava Hound
Miner
Bats Minions Goblin Gang Guards Lava Hound Archers Fireball
Lava Hound
Bats Minions Fireball Miner Archers Goblin Gang Guards

Defense Synergies 0 7

Bats
Minions
Archers
Minions Goblin Gang Guards
Minions
Bats Archers
Goblin Gang
Archers Guards Miner
Fireball
Miner
Guards
Archers Goblin Gang
Miner
Goblin Gang Fireball
Lava Hound

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.

Minions Fireball
Bats Minions Goblin Gang
Goblin Gang Bats Archers Minions
Bats Minions Goblin Gang Guards
Fireball
Goblin Gang Fireball Bats Archers Minions Guards
Bats Minions Archers Goblin Gang Fireball
Fireball
Minions Goblin Gang
Goblin Gang Guards Archers Miner
Bats Archers Minions Goblin Gang Guards Fireball
Minions Bats Archers Goblin Gang Fireball
Bats Minions Goblin Gang Fireball Guards
Fireball Bats Minions Goblin Gang Guards
Goblin Gang
Goblin Gang Fireball
Bats Minions Goblin Gang Fireball
Fireball Bats Archers Minions Goblin Gang Guards
Bats Archers Minions Fireball Guards
Goblin Gang Bats Archers Minions Fireball Guards

Counters to secondary win conditions

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

Goblin Gang Guards Archers Fireball
Fireball Archers Goblin Gang Miner
Goblin Gang Guards Bats Minions
Goblin Gang Guards Bats Fireball
Goblin Gang Guards
Fireball Bats Archers Minions Goblin Gang
Goblin Gang Guards Bats Archers Minions Fireball
Bats Minions Fireball
Goblin Gang Guards
Bats Minions Guards
Fireball Guards
Goblin Gang Fireball Guards
Archers Fireball
Goblin Gang Guards Bats Archers Minions Fireball
Bats Minions Archers Fireball

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.)

Fireball Guards
Fireball Miner
Fireball Miner
Fireball Guards
Fireball
Fireball Bats Minions
Archers
Fireball
Fireball Miner
Bats Minions Goblin Gang Fireball Guards
Miner Fireball
Fireball Archers
Fireball Miner
Minions Fireball
Fireball
Fireball
Fireball
Fireball
Bats Minions
Archers Fireball
Fireball Miner
Minions Fireball
Fireball
Fireball
Fireball
Fireball Miner
Fireball Miner
Fireball Miner
Bats Archers Fireball
Bats Minions Fireball Guards
Fireball
Fireball Miner
Fireball
Fireball
Bats Archers Minions Goblin Gang Fireball Guards
Fireball Archers
Fireball
Fireball Miner Goblin Gang
Fireball
Fireball
Bats Minions Goblin Gang Fireball Guards
Bats Fireball
Fireball Miner

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