My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 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 Minions Minion Horde Wizard Baby Dragon

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 Royal Giant Wizard Baby Dragon Golem

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel Golem

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.

Royal Giant Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Minion Horde Royal Giant Baby Dragon 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.

Goblin Barrel 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 Minions Minion Horde Royal Giant Goblin Barrel
Giant Snowball
Bats Minions Minion Horde Goblin Barrel Baby Dragon
Zap
Bats Minions Minion Horde Royal Giant Goblin Barrel
Barbarian Barrel
Wizard Goblin Barrel
The Log
Royal Giant Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Bats Minions Minion Horde Goblin Barrel
Royal Delivery
Bats Minions Minion Horde Wizard Goblin Barrel Baby Dragon
Fireball
Minions Minion Horde Wizard Goblin Barrel Baby Dragon
Poison
Bats Minions Minion Horde Wizard
Lightning
Wizard Baby Dragon
Rocket
Minion Horde Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby 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 Baby Dragon Golem

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 Goblin Barrel

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.

Minions Minion Horde Wizard Goblin Barrel

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 Minions Goblin Barrel Baby Dragon Minion Horde Wizard Royal Giant Golem

Shortest cycle

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

12 Bats Minions Goblin Barrel Baby Dragon

Attack Synergies 4 13

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
Royal Giant Minions Goblin Barrel Baby Dragon Golem
Minions
Royal Giant Bats Baby Dragon Golem
Minion Horde
Royal Giant Golem
Royal Giant
Bats Minions Goblin Barrel Minion Horde Wizard Baby Dragon
Wizard
Royal Giant Golem
Goblin Barrel
Royal Giant Bats Baby Dragon Golem
Baby Dragon
Golem Bats Minions Royal Giant Goblin Barrel
Golem
Baby Dragon Bats Minions Minion Horde Wizard Goblin Barrel

Defense Synergies 0 3

Bats
Minions Baby Dragon
Minions
Bats Baby Dragon
Minion Horde
Royal Giant
Wizard
Goblin Barrel
Baby Dragon
Bats Minions
Golem

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.

Minions Minion Horde Wizard Baby Dragon
Minion Horde Bats Minions
Minion Horde Bats Minions
Minion Horde Bats Minions
Bats Minions Baby Dragon
Bats Minions Minion Horde Wizard Baby Dragon
Baby Dragon
Minion Horde Minions
Minion Horde
Bats Minions Minion Horde Wizard Baby Dragon
Minions Minion Horde Bats Wizard Baby Dragon
Minion Horde Bats Minions Wizard
Wizard Bats Minions Minion Horde Baby Dragon
Minion Horde
Minion Horde
Minion Horde Wizard Bats Minions
Bats Minions Minion Horde Wizard Baby Dragon
Wizard Baby Dragon Bats Minions
Wizard Bats Minions Minion Horde Baby Dragon

Counters to secondary win conditions

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

Wizard Baby Dragon
Bats Minions Minion Horde
Bats Minion Horde
Minion Horde
Wizard Bats Minions Minion Horde Baby Dragon
Bats Minions Minion Horde
Minion Horde
Minion Horde Bats Minions Baby Dragon
Minion Horde
Bats Minions Minion Horde
Minion Horde Wizard
Wizard Minion Horde Baby Dragon
Bats Minions Minion Horde Baby Dragon
Bats Minions Minion Horde Wizard Baby Dragon

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.)

Minion Horde Baby Dragon
Baby Dragon
Minion Horde Baby Dragon
Wizard Minion Horde Baby Dragon
Wizard Bats Minions Minion Horde Baby Dragon
Minion Horde Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Bats Minions Minion Horde
Minion Horde Wizard
Wizard Baby Dragon
Baby Dragon
Minions Minion Horde Baby Dragon
Baby Dragon
Minion Horde Wizard Baby Dragon
Minion Horde Wizard Baby Dragon
Bats Minions Minion Horde
Wizard Baby Dragon
Wizard Baby Dragon
Minions Minion Horde Baby Dragon
Wizard
Minion Horde Baby Dragon
Wizard Baby Dragon
Minion Horde
Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Bats Minion Horde Wizard Baby Dragon
Bats Minions Minion Horde Wizard
Minion Horde
Minion Horde Wizard
Minion Horde
Minion Horde
Wizard
Minion Horde Bats Minions
Wizard Baby Dragon
Minion Horde Wizard Baby Dragon
Wizard Baby Dragon
Minion Horde
Bats Minions Minion Horde Baby Dragon
Bats
Baby Dragon

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