My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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 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 Firecracker Wizard Goblin Giant

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 Firecracker Wizard Balloon Giant Skeleton Goblin Giant

Offensive cards

Win conditions

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

Balloon Goblin Giant

Damage spells

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

Missing

Punishments

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

Balloon Goblin Giant

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.

Balloon Giant Skeleton Goblin Giant

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.

Firecracker Balloon 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 Clone Balloon Giant Skeleton
Giant Snowball
Bats Clone Balloon
Zap
Bats Firecracker Clone Balloon Goblin Giant
Barbarian Barrel
Firecracker Wizard Clone Giant Skeleton
The Log
Firecracker Clone Giant Skeleton
Earthquake
Firecracker Clone
Arrows
Bats Firecracker Clone
Royal Delivery
Bats Firecracker Wizard Clone Balloon Giant Skeleton
Fireball
Firecracker Wizard Clone Balloon
Poison
Bats Firecracker Wizard Clone Balloon
Lightning
Wizard Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard

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 Clone 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Firecracker Clone Wizard Balloon Giant Skeleton Goblin Giant

Shortest cycle

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

8 Mirror Bats Firecracker Clone

Attack Synergies 4 15

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
Balloon Giant Skeleton Firecracker Clone Goblin Giant
Firecracker
Bats Mirror Balloon Giant Skeleton Goblin Giant
Wizard
Balloon Giant Skeleton Goblin Giant
Mirror
Firecracker Balloon Giant Skeleton
Clone
Balloon Giant Skeleton Bats Goblin Giant
Balloon
Bats Clone Firecracker Wizard Mirror Giant Skeleton Goblin Giant
Giant Skeleton
Bats Clone Firecracker Wizard Mirror Balloon
Goblin Giant
Bats Firecracker Wizard Clone Balloon

Defense Synergies 0 6

Bats
Firecracker Giant Skeleton Goblin Giant
Firecracker
Bats Mirror Giant Skeleton
Wizard
Giant Skeleton
Mirror
Firecracker
Clone
Balloon
Giant Skeleton
Bats Firecracker Wizard
Goblin Giant
Bats

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.

Firecracker Wizard Goblin Giant
Bats Firecracker
Bats Giant Skeleton
Bats Firecracker
Firecracker Giant Skeleton
Bats Firecracker
Bats Firecracker Wizard
Giant Skeleton Goblin Giant
Firecracker Giant Skeleton
Bats Firecracker Wizard Giant Skeleton Goblin Giant
Bats Firecracker Wizard
Bats Wizard Giant Skeleton
Wizard Bats Firecracker
Wizard Bats Firecracker
Bats Firecracker Wizard
Wizard Bats Firecracker Giant Skeleton
Wizard Bats Firecracker Giant Skeleton Goblin Giant

Counters to secondary win conditions

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

Giant Skeleton
Firecracker Wizard
Giant Skeleton Bats Goblin Giant
Giant Skeleton Bats Goblin Giant
Giant Skeleton Goblin Giant
Firecracker Wizard Bats Goblin Giant
Bats Giant Skeleton Goblin Giant
Giant Skeleton Goblin Giant
Giant Skeleton Bats Firecracker
Goblin Giant
Bats Giant Skeleton
Giant Skeleton Goblin Giant
Giant Skeleton Wizard Goblin Giant
Wizard Firecracker
Bats Firecracker Giant Skeleton Goblin Giant
Bats Firecracker Wizard 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.)

Firecracker Giant Skeleton
Firecracker
Giant Skeleton Goblin Giant
Firecracker Giant Skeleton
Wizard Firecracker
Firecracker Wizard Bats Goblin Giant
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Bats
Firecracker Wizard
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard
Bats
Firecracker Wizard
Firecracker Wizard
Giant Skeleton
Wizard
Firecracker Wizard
Firecracker Wizard
Wizard
Firecracker
Bats Firecracker Wizard
Bats Firecracker Wizard
Wizard
Firecracker
Giant Skeleton
Firecracker Wizard
Bats
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Giant Skeleton
Firecracker
Bats Firecracker Giant Skeleton
Firecracker Bats
Firecracker Giant Skeleton Goblin Giant

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