My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Musketeer Witch Night Witch

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 Musketeer Witch Golem Night Witch

Offensive cards

Win conditions

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

Golem

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

Pump responses

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

Fireball

Dropped at the bridge

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

Goblin Gang Golem

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.

Golem

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 Night Witch
Giant Snowball
Bats Goblin Gang Musketeer Clone Witch Night Witch
Zap
Bats Goblin Gang Clone Witch Night Witch
Barbarian Barrel
Goblin Gang Musketeer Clone Witch Night Witch
The Log
Goblin Gang Musketeer Clone Witch
Earthquake
Goblin Gang Clone Witch
Arrows
Bats Goblin Gang Clone Witch Night Witch
Royal Delivery
Bats Goblin Gang Musketeer Clone Witch Night Witch
Fireball
Goblin Gang Musketeer Clone Witch Night Witch
Poison
Bats Goblin Gang Musketeer Clone Witch Night Witch
Lightning
Musketeer Witch Night Witch
Rocket
Musketeer Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

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 Clone Golem Night Witch

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.

Goblin Gang Fireball Musketeer Witch

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 Goblin Gang Clone Fireball Musketeer Night Witch Witch Golem

Shortest cycle

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

12 Bats Goblin Gang Clone Fireball

Attack Synergies 4 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
Clone Golem
Goblin Gang
Clone Golem
Fireball
Golem
Musketeer
Golem
Clone
Golem Night Witch Bats Goblin Gang Witch
Witch
Clone Golem
Golem
Fireball Clone Night Witch Bats Goblin Gang Musketeer Witch
Night Witch
Clone Golem

Defense Synergies 1 2

Bats
Musketeer
Goblin Gang
Musketeer
Fireball
Musketeer
Musketeer
Goblin Gang Bats Fireball
Clone
Witch
Golem
Night Witch

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.

Fireball Musketeer
Bats Goblin Gang Musketeer Witch Night Witch
Goblin Gang Witch Bats Musketeer Night Witch
Witch Night Witch Bats Goblin Gang Musketeer
Fireball
Goblin Gang Fireball Bats Musketeer Night Witch
Bats Musketeer Goblin Gang Fireball Witch Night Witch
Fireball Musketeer
Witch Goblin Gang Musketeer Night Witch
Goblin Gang Musketeer Night Witch
Bats Goblin Gang Witch Fireball Musketeer Night Witch
Musketeer Bats Goblin Gang Fireball Witch Night Witch
Night Witch Bats Goblin Gang Fireball Musketeer Witch
Fireball Bats Goblin Gang Witch Night Witch
Goblin Gang
Goblin Gang Fireball
Bats Goblin Gang Fireball Musketeer Witch Night Witch
Fireball Bats Goblin Gang Musketeer Witch Night Witch
Witch Bats Fireball Musketeer
Musketeer
Goblin Gang Bats Fireball Musketeer Witch Night Witch

Counters to secondary win conditions

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

Goblin Gang Fireball Witch
Fireball Goblin Gang Musketeer
Goblin Gang Bats Musketeer Witch
Goblin Gang Bats Fireball Musketeer Night Witch
Goblin Gang Musketeer Witch Night Witch
Fireball Bats Goblin Gang Musketeer Witch
Goblin Gang Bats Fireball Musketeer Witch Night Witch
Bats Fireball Witch
Witch Goblin Gang Musketeer
Bats Musketeer Witch
Fireball
Goblin Gang Fireball Witch Night Witch
Fireball Musketeer Witch
Goblin Gang Witch Bats Fireball Musketeer Night Witch
Bats Fireball Musketeer Witch

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 Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball
Fireball Bats Musketeer Witch
Musketeer Witch
Fireball
Fireball
Bats Goblin Gang Fireball Musketeer Night Witch
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Witch
Fireball Musketeer
Fireball
Bats Night Witch
Fireball Musketeer
Fireball Witch
Fireball Musketeer Night Witch
Fireball
Musketeer
Fireball Musketeer
Fireball Witch
Witch
Fireball Musketeer Witch
Fireball Musketeer Witch
Fireball Musketeer
Bats Fireball Musketeer Witch Night Witch
Bats Fireball Musketeer Witch
Fireball Night Witch
Fireball Musketeer Night Witch
Fireball
Fireball
Bats Goblin Gang Fireball Musketeer Witch Night Witch
Fireball Musketeer Witch
Fireball
Fireball Goblin Gang Musketeer
Fireball Musketeer
Fireball
Musketeer
Bats Goblin Gang Fireball Musketeer Witch
Bats Fireball Musketeer Witch
Fireball Musketeer Witch

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