My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Firecracker Inferno Tower Three Musketeers Electro Dragon Inferno Dragon

Defensive buildings

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

Inferno Tower

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 Three Musketeers Electro Dragon Inferno Dragon

Offensive cards

Win conditions

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

Three Musketeers

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.

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

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 Electro Dragon

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 Three Musketeers Guards Inferno Dragon
Giant Snowball
Bats Goblin Gang Three Musketeers Guards Electro Dragon Inferno Dragon
Zap
Bats Goblin Gang Firecracker Inferno Tower Three Musketeers Guards Inferno Dragon
Barbarian Barrel
Goblin Gang Firecracker Inferno Tower Three Musketeers Guards
The Log
Goblin Gang Firecracker Three Musketeers Guards
Earthquake
Goblin Gang Firecracker Inferno Tower Guards
Arrows
Bats Goblin Gang Firecracker Guards
Royal Delivery
Bats Goblin Gang Firecracker Three Musketeers Guards Electro Dragon Inferno Dragon
Fireball
Goblin Gang Firecracker Inferno Tower Three Musketeers Electro Dragon Inferno Dragon
Poison
Bats Goblin Gang Firecracker Inferno Tower Three Musketeers Guards Electro Dragon
Lightning
Inferno Tower Three Musketeers Electro Dragon Inferno Dragon
Rocket
Inferno Tower Three Musketeers Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Dragon

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 Inferno Tower Guards Inferno Dragon

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 Three Musketeers

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 Goblin Gang Firecracker Guards Inferno Dragon Inferno Tower Electro Dragon Three Musketeers

Shortest cycle

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

11 Bats Goblin Gang Firecracker Guards

Attack Synergies 0 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
Firecracker Inferno Dragon
Goblin Gang
Firecracker Three Musketeers
Firecracker
Bats Goblin Gang Three Musketeers Inferno Dragon
Inferno Tower
Three Musketeers
Goblin Gang Firecracker Guards
Guards
Three Musketeers
Electro Dragon
Inferno Dragon
Inferno Dragon
Bats Firecracker Electro Dragon

Defense Synergies 2 12

Bats
Firecracker Inferno Tower Inferno Dragon
Goblin Gang
Inferno Tower Firecracker Guards Inferno Dragon
Firecracker
Bats Goblin Gang Inferno Tower Guards Electro Dragon
Inferno Tower
Goblin Gang Guards Bats Firecracker Electro Dragon
Three Musketeers
Guards
Inferno Tower Goblin Gang Firecracker Electro Dragon
Electro Dragon
Firecracker Inferno Tower Guards Inferno Dragon
Inferno Dragon
Bats Goblin Gang Electro Dragon

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 Inferno Tower Electro Dragon
Inferno Tower Inferno Dragon Bats Goblin Gang Firecracker Three Musketeers Electro Dragon
Goblin Gang Inferno Tower Three Musketeers Bats Electro Dragon Inferno Dragon
Inferno Tower Three Musketeers Inferno Dragon Bats Goblin Gang Firecracker Guards Electro Dragon
Firecracker
Goblin Gang Bats Firecracker Guards Electro Dragon
Bats Inferno Tower Three Musketeers Inferno Dragon Goblin Gang Firecracker Electro Dragon
Inferno Tower Electro Dragon
Inferno Tower Three Musketeers Inferno Dragon Goblin Gang
Goblin Gang Guards Firecracker Inferno Tower
Bats Goblin Gang Guards Firecracker Electro Dragon
Inferno Tower Three Musketeers Inferno Dragon Bats Goblin Gang Firecracker Electro Dragon
Inferno Tower Bats Goblin Gang Three Musketeers Guards Electro Dragon
Three Musketeers Bats Goblin Gang Firecracker Guards Electro Dragon
Inferno Tower Inferno Dragon Goblin Gang Three Musketeers
Inferno Tower Goblin Gang Three Musketeers Inferno Dragon
Three Musketeers Bats Goblin Gang Firecracker Inferno Tower Electro Dragon
Bats Goblin Gang Firecracker Three Musketeers Guards Electro Dragon
Bats Firecracker Guards Electro Dragon Inferno Dragon
Inferno Tower Three Musketeers Inferno Dragon
Goblin Gang Bats Firecracker Guards Electro Dragon

Counters to secondary win conditions

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

Goblin Gang Guards Inferno Tower
Goblin Gang Firecracker Electro Dragon Inferno Dragon
Goblin Gang Guards Bats Inferno Tower Electro Dragon
Goblin Gang Guards Bats Inferno Tower
Inferno Tower Goblin Gang Three Musketeers Guards Inferno Dragon
Firecracker Bats Goblin Gang Three Musketeers Electro Dragon
Goblin Gang Guards Bats Inferno Tower
Inferno Tower Inferno Dragon
Electro Dragon Bats Firecracker Inferno Tower Inferno Dragon
Inferno Tower Goblin Gang Three Musketeers Guards Inferno Dragon
Inferno Dragon Bats Inferno Tower Guards Electro Dragon
Guards
Goblin Gang Inferno Tower Three Musketeers Guards
Firecracker Three Musketeers Electro Dragon
Goblin Gang Inferno Tower Guards Electro Dragon Bats Firecracker Three Musketeers Inferno Dragon
Bats Firecracker Inferno Tower Electro Dragon Inferno Dragon
Inferno Tower

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 Guards Electro Dragon
Firecracker Electro Dragon
Electro Dragon
Firecracker Guards
Firecracker
Firecracker Bats Electro Dragon
Firecracker
Firecracker Electro Dragon
Firecracker Electro Dragon
Bats Goblin Gang Three Musketeers Guards Electro Dragon
Firecracker Electro Dragon
Firecracker Electro Dragon
Firecracker Three Musketeers
Firecracker Electro Dragon
Firecracker
Firecracker Three Musketeers Electro Dragon
Firecracker Three Musketeers Electro Dragon
Three Musketeers
Bats
Firecracker Three Musketeers Electro Dragon
Firecracker Electro Dragon
Electro Dragon
Firecracker Electro Dragon
Inferno Dragon
Firecracker Electro Dragon
Electro Dragon
Firecracker
Bats Firecracker Electro Dragon
Electro Dragon Bats Firecracker Guards
Electro Dragon
Firecracker Electro Dragon
Firecracker
Bats Goblin Gang Guards Electro Dragon
Firecracker Three Musketeers Electro Dragon
Goblin Gang Firecracker Three Musketeers Electro Dragon
Firecracker Electro Dragon
Firecracker Three Musketeers Electro Dragon
Electro Dragon Bats Goblin Gang Firecracker Guards
Firecracker Bats Electro Dragon
Electro Dragon Firecracker

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