My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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 Wizard

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 Wizard Royal Ghost

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.

Fireball Rage Tornado

Punishments

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

Goblin Gang Elite Barbarians Royal Ghost

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 Elite Barbarians Royal Ghost

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.

Elite Barbarians Royal Ghost

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 Elite Barbarians
Giant Snowball
Bats Goblin Gang
Zap
Bats Goblin Gang
Barbarian Barrel
Goblin Gang Elite Barbarians Wizard Royal Ghost
The Log
Goblin Gang Elite Barbarians
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Elite Barbarians Wizard Royal Ghost
Fireball
Goblin Gang Elite Barbarians Wizard
Poison
Bats Goblin Gang Wizard
Lightning
Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Tornado Royal Ghost

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 Rage Tornado Royal Ghost

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.

Elite Barbarians 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Goblin Gang Tornado Royal Ghost Fireball Wizard Elite Barbarians

Shortest cycle

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

10 Bats Rage Goblin Gang Tornado

Attack Synergies 3 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
Elite Barbarians Rage
Goblin Gang
Royal Ghost
Elite Barbarians
Rage Bats Fireball Wizard Royal Ghost
Fireball
Tornado Elite Barbarians
Wizard
Tornado Elite Barbarians Rage Royal Ghost
Rage
Elite Barbarians Bats Wizard
Tornado
Fireball Wizard
Royal Ghost
Goblin Gang Elite Barbarians Wizard

Defense Synergies 2 2

Bats
Goblin Gang
Elite Barbarians
Wizard
Fireball
Tornado
Wizard
Tornado Elite Barbarians Royal Ghost
Rage
Tornado
Fireball Wizard
Royal Ghost
Wizard

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 Wizard
Elite Barbarians Bats Goblin Gang
Goblin Gang Tornado Bats Elite Barbarians
Elite Barbarians Bats Goblin Gang
Elite Barbarians Fireball Tornado
Goblin Gang Fireball Tornado Bats Royal Ghost
Bats Tornado Goblin Gang Fireball Wizard
Fireball
Goblin Gang Elite Barbarians Tornado
Goblin Gang Elite Barbarians Tornado Royal Ghost
Bats Goblin Gang Fireball Wizard Tornado Royal Ghost
Bats Goblin Gang Fireball Wizard Tornado
Bats Goblin Gang Elite Barbarians Fireball Wizard
Fireball Wizard Bats Goblin Gang Tornado Royal Ghost
Elite Barbarians Goblin Gang
Tornado Goblin Gang Elite Barbarians Fireball
Wizard Bats Goblin Gang Elite Barbarians Fireball Tornado
Fireball Bats Goblin Gang Elite Barbarians Wizard Tornado Royal Ghost
Wizard Tornado Bats Fireball Royal Ghost
Elite Barbarians Tornado
Goblin Gang Wizard Royal Ghost Bats Elite Barbarians Fireball

Counters to secondary win conditions

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

Goblin Gang Elite Barbarians Fireball Royal Ghost
Fireball Goblin Gang Elite Barbarians Wizard Royal Ghost
Goblin Gang Bats Elite Barbarians
Goblin Gang Bats Elite Barbarians Fireball Tornado
Goblin Gang Elite Barbarians
Fireball Wizard Bats Goblin Gang Tornado
Goblin Gang Bats Elite Barbarians Fireball
Elite Barbarians
Bats Elite Barbarians Fireball Tornado
Goblin Gang
Bats Elite Barbarians
Elite Barbarians Fireball Tornado
Elite Barbarians Goblin Gang Fireball Wizard
Wizard Fireball
Goblin Gang Elite Barbarians Bats Fireball Tornado
Bats Elite Barbarians Fireball Wizard Royal Ghost

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 Royal Ghost
Fireball Tornado Royal Ghost
Fireball
Fireball
Fireball Wizard
Fireball Wizard Bats Tornado
Wizard Tornado
Fireball Wizard Tornado
Fireball Wizard Tornado
Bats Goblin Gang Elite Barbarians Fireball Tornado
Fireball Wizard Tornado
Fireball Wizard Tornado
Elite Barbarians Fireball
Fireball
Elite Barbarians Fireball
Fireball Wizard
Fireball Wizard
Fireball Tornado
Bats
Fireball Wizard
Fireball Wizard Tornado
Fireball
Fireball Wizard Tornado
Tornado
Fireball
Tornado Fireball Wizard
Fireball Wizard Tornado Royal Ghost
Fireball Wizard Tornado
Fireball Tornado
Elite Barbarians Bats Fireball Wizard Tornado
Bats Fireball Wizard
Elite Barbarians Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bats Goblin Gang Fireball
Fireball Wizard Tornado
Fireball
Fireball Goblin Gang Wizard
Fireball Wizard
Fireball Tornado
Elite Barbarians
Bats Goblin Gang Elite Barbarians Fireball Tornado
Bats Fireball Tornado
Fireball Tornado Royal Ghost

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