My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Good
F2P score
Mediocre

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 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!
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 Goblin Hut

Defensive buildings

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

Goblin Hut

Investments

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

Bats Goblin Hut Giant Skeleton

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.

Arrows Tornado

Punishments

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

Goblin Gang

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.

Goblin Gang Giant Skeleton

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 Clone Giant Skeleton
Giant Snowball
Bats Goblin Gang Goblin Hut Clone
Zap
Bats Goblin Gang Goblin Hut Clone
Barbarian Barrel
Goblin Gang Goblin Hut Clone Giant Skeleton
The Log
Goblin Gang Goblin Hut Clone Giant Skeleton
Earthquake
Goblin Gang Goblin Hut Clone
Arrows
Bats Goblin Gang Goblin Hut Clone
Royal Delivery
Bats Goblin Gang Goblin Hut Clone Giant Skeleton
Fireball
Goblin Gang Goblin Hut Clone
Poison
Bats Goblin Gang Goblin Hut Clone
Lightning
Goblin Hut
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado

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 Clone Tornado 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

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.

Mirror Bats Arrows Goblin Gang Clone Tornado Goblin Hut Giant Skeleton

Shortest cycle

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

8 Mirror Bats Arrows Goblin Gang

Attack Synergies 3 11

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 Skeleton Clone
Arrows
Mirror Giant Skeleton
Goblin Gang
Goblin Hut Mirror Clone Giant Skeleton
Goblin Hut
Goblin Gang Mirror Giant Skeleton
Mirror
Arrows Goblin Gang Goblin Hut Tornado Giant Skeleton
Clone
Giant Skeleton Bats Goblin Gang
Tornado
Mirror Giant Skeleton
Giant Skeleton
Bats Clone Arrows Goblin Gang Goblin Hut Mirror Tornado

Defense Synergies 2 10

Bats
Giant Skeleton
Arrows
Mirror Goblin Hut Tornado Giant Skeleton
Goblin Gang
Goblin Hut Mirror Giant Skeleton
Goblin Hut
Arrows Goblin Gang Mirror Giant Skeleton
Mirror
Arrows Tornado Goblin Gang Goblin Hut
Clone
Tornado
Mirror Arrows Giant Skeleton
Giant Skeleton
Bats Arrows Goblin Gang Goblin Hut Tornado

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.

Goblin Hut
Bats Goblin Gang Goblin Hut
Goblin Gang Goblin Hut Tornado Bats Giant Skeleton
Goblin Hut Bats Goblin Gang
Arrows Tornado Giant Skeleton
Arrows Goblin Gang Tornado Bats
Bats Tornado Arrows Goblin Gang Goblin Hut
Arrows Giant Skeleton
Goblin Gang Goblin Hut Tornado
Goblin Gang Tornado Giant Skeleton
Bats Goblin Gang Arrows Goblin Hut Tornado Giant Skeleton
Arrows Bats Goblin Gang Goblin Hut Tornado
Goblin Hut Bats Goblin Gang Giant Skeleton
Bats Arrows Goblin Gang Goblin Hut Tornado
Goblin Gang Goblin Hut
Tornado Goblin Gang Goblin Hut
Bats Arrows Goblin Gang Goblin Hut Tornado
Arrows Bats Goblin Gang Goblin Hut Tornado
Arrows Tornado Bats Goblin Hut Giant Skeleton
Goblin Hut Tornado
Goblin Gang Bats Arrows Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Goblin Hut Giant Skeleton
Arrows Goblin Gang
Goblin Gang Giant Skeleton Bats Goblin Hut
Goblin Gang Giant Skeleton Bats Tornado
Giant Skeleton Goblin Gang Goblin Hut
Arrows Bats Goblin Gang Goblin Hut Tornado
Goblin Gang Bats Goblin Hut Giant Skeleton
Giant Skeleton
Giant Skeleton Bats Goblin Hut Tornado
Goblin Gang Goblin Hut
Bats Goblin Hut Giant Skeleton
Arrows Tornado Giant Skeleton
Giant Skeleton Goblin Gang
Goblin Gang Goblin Hut Bats Tornado Giant Skeleton
Bats Arrows Goblin Hut 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 Giant Skeleton
Arrows Tornado
Arrows Goblin Hut Giant Skeleton
Arrows Giant Skeleton
Arrows
Arrows Bats Tornado
Arrows Tornado
Arrows Tornado
Arrows Tornado
Bats Goblin Gang Tornado
Arrows Tornado
Arrows Tornado
Goblin Hut
Arrows
Arrows Goblin Hut
Arrows Goblin Hut
Arrows Goblin Hut
Arrows Tornado
Bats
Arrows
Arrows Tornado
Giant Skeleton
Arrows Tornado
Tornado
Arrows
Arrows Tornado
Arrows Tornado
Arrows Tornado
Arrows Tornado
Bats Arrows Tornado
Bats Goblin Hut
Arrows
Arrows
Giant Skeleton
Arrows
Bats Goblin Gang Goblin Hut
Arrows Tornado
Arrows
Goblin Gang
Arrows
Arrows Tornado Giant Skeleton
Bats Goblin Gang Tornado Giant Skeleton
Bats Tornado
Tornado Giant Skeleton

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