My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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 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!

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 Hunter Inferno 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 Hunter Inferno Dragon Sparky Mega Knight

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.

Arrows

Punishments

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

Goblin Gang Mega Knight

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.

Electro Spirit Goblin Gang Mega Knight

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.

Electro Spirit

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 Inferno Dragon Sparky
Giant Snowball
Bats Goblin Gang Inferno Dragon
Zap
Bats Goblin Gang Inferno Dragon Sparky
Barbarian Barrel
Electro Spirit Goblin Gang Hunter Sparky
The Log
Electro Spirit Goblin Gang Hunter Sparky
Earthquake
Goblin Gang
Arrows
Electro Spirit Bats Goblin Gang
Royal Delivery
Electro Spirit Bats Goblin Gang Hunter Inferno Dragon Sparky
Fireball
Goblin Gang Hunter Inferno Dragon Sparky
Poison
Bats Goblin Gang Hunter Sparky
Lightning
Hunter Inferno Dragon Sparky
Rocket
Hunter Inferno Dragon Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Hunter Sparky Mega Knight

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.

Electro Spirit Bats Arrows Inferno Dragon Sparky Mega Knight

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

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.

Electro Spirit Bats Arrows Goblin Gang Hunter Inferno Dragon Sparky Mega Knight

Shortest cycle

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

9 Electro Spirit Bats Arrows Goblin Gang

Attack Synergies 3 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.

Electro Spirit
Sparky
Bats
Mega Knight Inferno Dragon Sparky
Arrows
Sparky Mega Knight
Goblin Gang
Sparky
Hunter
Sparky Mega Knight
Inferno Dragon
Mega Knight Bats
Sparky
Arrows Electro Spirit Bats Goblin Gang Hunter
Mega Knight
Bats Inferno Dragon Arrows Hunter

Defense Synergies 1 10

Electro Spirit
Hunter
Bats
Hunter Inferno Dragon Sparky Mega Knight
Arrows
Mega Knight Sparky
Goblin Gang
Inferno Dragon Sparky
Hunter
Electro Spirit Bats Mega Knight
Inferno Dragon
Bats Goblin Gang Mega Knight
Sparky
Bats Arrows Goblin Gang
Mega Knight
Arrows Bats Hunter Inferno 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.

Sparky
Hunter Inferno Dragon Sparky Bats Goblin Gang Mega Knight
Goblin Gang Hunter Sparky Mega Knight Bats Inferno Dragon
Hunter Inferno Dragon Sparky Bats Goblin Gang Mega Knight
Arrows Sparky Mega Knight
Arrows Goblin Gang Electro Spirit Bats Hunter Mega Knight
Bats Hunter Inferno Dragon Electro Spirit Arrows Goblin Gang
Electro Spirit Arrows Sparky Mega Knight
Hunter Inferno Dragon Sparky Goblin Gang
Goblin Gang Hunter Sparky Mega Knight
Bats Goblin Gang Electro Spirit Arrows Hunter Mega Knight
Arrows Hunter Inferno Dragon Bats Goblin Gang
Hunter Sparky Mega Knight Bats Goblin Gang
Sparky Mega Knight Electro Spirit Bats Arrows Goblin Gang Hunter
Inferno Dragon Sparky Goblin Gang Hunter Mega Knight
Goblin Gang Hunter Inferno Dragon Sparky Mega Knight
Sparky Mega Knight Bats Arrows Goblin Gang Hunter
Arrows Mega Knight Electro Spirit Bats Goblin Gang Hunter
Arrows Hunter Electro Spirit Bats Inferno Dragon Mega Knight
Sparky Hunter Inferno Dragon
Goblin Gang Mega Knight Electro Spirit Bats Arrows Hunter Sparky

Counters to secondary win conditions

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

Goblin Gang Mega Knight Sparky
Arrows Goblin Gang Hunter Inferno Dragon Mega Knight
Goblin Gang Mega Knight Bats Hunter Sparky
Goblin Gang Hunter Mega Knight Bats Sparky
Goblin Gang Hunter Inferno Dragon Sparky Mega Knight
Arrows Electro Spirit Bats Goblin Gang Hunter
Goblin Gang Sparky Bats Hunter
Mega Knight Hunter Inferno Dragon Sparky
Mega Knight Electro Spirit Bats Inferno Dragon Sparky
Goblin Gang Inferno Dragon Sparky
Inferno Dragon Mega Knight Bats Hunter Sparky
Mega Knight Arrows
Mega Knight Goblin Gang Hunter Sparky
Sparky Mega Knight
Goblin Gang Sparky Electro Spirit Bats Hunter Inferno Dragon
Bats Arrows Mega Knight Electro Spirit Hunter Inferno Dragon Sparky
Electro Spirit Arrows
Mega Knight
Hunter Inferno Dragon Sparky

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.)

Arrows Sparky
Arrows
Arrows Sparky
Arrows Sparky
Arrows Sparky Mega Knight
Arrows Electro Spirit Bats Hunter
Arrows Sparky
Arrows Hunter
Arrows
Bats Goblin Gang Sparky
Arrows Sparky
Arrows
Hunter Sparky
Arrows
Arrows Sparky
Arrows Hunter Sparky
Arrows Sparky Mega Knight
Arrows Sparky
Bats Sparky
Arrows Hunter Sparky Mega Knight
Arrows Mega Knight
Sparky Mega Knight
Arrows
Sparky
Arrows
Arrows Electro Spirit Hunter Sparky Mega Knight
Inferno Dragon
Arrows Hunter Sparky
Arrows Sparky Mega Knight
Arrows Sparky
Bats Arrows Hunter Sparky
Electro Spirit Bats
Sparky
Arrows Hunter Sparky Mega Knight
Electro Spirit Arrows Sparky
Sparky Mega Knight
Arrows Sparky
Electro Spirit Bats Goblin Gang
Arrows Hunter
Arrows
Goblin Gang Hunter Sparky Mega Knight
Arrows
Arrows Sparky
Sparky Mega Knight
Electro Spirit Bats Goblin Gang Sparky
Bats
Sparky Mega Knight
Inferno Dragon Sparky
Sparky Mega Knight

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