My Best Clash Royale Deck

Deck Check Rating

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

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 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 Flying Machine Wizard

Defensive buildings

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

Mortar

Investments

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

Bats Knight Royal Giant Flying Machine Wizard

Offensive cards

Win conditions

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

Mortar Royal 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.

Goblin Gang Mortar Royal 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.

Knight Goblin Gang Mortar Royal Giant Flying Machine

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 Royal Giant
Giant Snowball
Bats Goblin Gang Flying Machine
Zap
Bats Goblin Gang Mortar Royal Giant Flying Machine
Barbarian Barrel
Knight Goblin Gang Mortar Wizard
The Log
Goblin Gang Royal Giant
Earthquake
Goblin Gang Mortar
Arrows
Bats Goblin Gang Flying Machine
Royal Delivery
Bats Knight Goblin Gang Flying Machine Wizard
Fireball
Goblin Gang Mortar Flying Machine Wizard
Poison
Bats Goblin Gang Mortar Flying Machine Wizard
Lightning
Knight Mortar Wizard
Rocket
Mortar Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar 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 Knight

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.

Royal Giant

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Knight Goblin Gang Mortar Flying Machine Wizard Royal Giant

Shortest cycle

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

8 Mirror Bats Knight Goblin Gang

Attack Synergies 5 12

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
Knight Royal Giant Mortar Flying Machine
Knight
Bats Goblin Gang Mortar Flying Machine Wizard
Goblin Gang
Knight Mortar Royal Giant Mirror
Mortar
Knight Royal Giant Bats Goblin Gang Flying Machine
Royal Giant
Bats Mortar Goblin Gang Flying Machine Wizard Mirror
Flying Machine
Bats Knight Mortar Royal Giant Mirror
Wizard
Knight Royal Giant
Mirror
Goblin Gang Royal Giant Flying Machine

Defense Synergies 2 11

Bats
Knight Mortar
Knight
Bats Goblin Gang Mortar Flying Machine Wizard
Goblin Gang
Knight Mortar Flying Machine Mirror
Mortar
Bats Knight Goblin Gang Flying Machine Wizard Mirror
Royal Giant
Flying Machine
Knight Goblin Gang Mortar Mirror
Wizard
Knight Mortar
Mirror
Goblin Gang Mortar Flying Machine

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.

Knight Mortar Flying Machine Wizard
Bats Knight Goblin Gang Mortar Flying Machine
Goblin Gang Mortar Bats Knight
Bats Knight Goblin Gang Mortar
Goblin Gang Bats Flying Machine
Bats Goblin Gang Mortar Flying Machine Wizard
Flying Machine
Goblin Gang Mortar
Knight Goblin Gang
Bats Goblin Gang Knight Flying Machine Wizard
Bats Goblin Gang Flying Machine Wizard
Mortar Bats Knight Goblin Gang Flying Machine Wizard
Wizard Bats Goblin Gang Mortar
Knight Goblin Gang Mortar
Goblin Gang Mortar
Wizard Bats Knight Goblin Gang Mortar
Mortar Bats Knight Goblin Gang Flying Machine Wizard
Mortar Wizard Bats Knight Flying Machine
Mortar
Goblin Gang Wizard Bats Knight Flying Machine

Counters to secondary win conditions

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

Knight Goblin Gang
Knight Goblin Gang Mortar Flying Machine Wizard
Goblin Gang Bats Knight
Goblin Gang Bats Knight
Knight Goblin Gang
Wizard Bats Goblin Gang Flying Machine
Goblin Gang Bats Knight Flying Machine
Knight
Bats Knight Mortar Flying Machine
Goblin Gang
Bats Knight Flying Machine
Knight Goblin Gang Wizard
Wizard Flying Machine
Goblin Gang Bats Knight Mortar Flying Machine
Bats Flying Machine Wizard

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.)

Knight Mortar Flying Machine
Mortar Flying Machine
Flying Machine
Knight Flying Machine
Wizard Mortar
Wizard Bats Flying Machine
Mortar Flying Machine Wizard
Flying Machine Wizard
Mortar Flying Machine Wizard
Bats Goblin Gang
Knight Mortar Flying Machine Wizard
Flying Machine Wizard
Flying Machine Knight Mortar
Mortar Flying Machine
Mortar Flying Machine
Mortar Flying Machine Wizard
Mortar Flying Machine Wizard
Mortar
Bats
Mortar Flying Machine Wizard
Mortar Flying Machine Wizard
Wizard
Mortar Flying Machine
Mortar Wizard
Mortar Flying Machine Wizard
Mortar Flying Machine Wizard
Mortar
Bats Flying Machine Wizard
Bats Flying Machine Wizard
Mortar Wizard
Wizard
Bats Goblin Gang Flying Machine
Flying Machine Wizard
Knight Goblin Gang Flying Machine Wizard
Mortar Flying Machine Wizard
Flying Machine
Bats Goblin Gang Flying Machine
Bats Flying Machine
Mortar Flying Machine

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