My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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 Flying Machine Goblin Giant

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 Knight Flying Machine Goblin Giant

Offensive cards

Win conditions

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

Goblin Barrel Goblin Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball Rocket

Punishments

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

Goblin Barrel Goblin Giant

Pump responses

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

Fireball Rocket Goblin Barrel

Dropped at the bridge

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

Knight Flying Machine Goblin Giant

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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Rocket

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 Rocket Guards

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.

Fireball 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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Goblin Barrel Guards Fireball Flying Machine Rocket Goblin Giant

Shortest cycle

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

11 Bats Knight Goblin Barrel Guards

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
Knight Flying Machine Goblin Barrel Goblin Giant
Knight
Bats Goblin Barrel Fireball Flying Machine
Fireball
Goblin Giant Knight
Flying Machine
Bats Knight Goblin Giant
Rocket
Goblin Barrel
Knight Bats Guards Goblin Giant
Guards
Goblin Barrel
Goblin Giant
Fireball Bats Flying Machine Goblin Barrel

Defense Synergies 2 4

Bats
Knight Goblin Giant
Knight
Bats Fireball Flying Machine
Fireball
Goblin Giant Knight
Flying Machine
Knight Guards
Rocket
Goblin Barrel
Guards
Flying Machine
Goblin Giant
Fireball Bats

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.

Rocket Knight Fireball Flying Machine Goblin Giant
Bats Knight Flying Machine
Rocket Bats Knight
Bats Knight Guards
Fireball Rocket
Fireball Bats Flying Machine Guards
Bats Rocket Fireball Flying Machine
Rocket Fireball Flying Machine Goblin Giant
Knight Guards
Bats Guards Knight Fireball Flying Machine Goblin Giant
Bats Fireball Flying Machine
Bats Knight Fireball Flying Machine Rocket Guards
Fireball Rocket Bats Guards
Knight
Rocket Fireball
Bats Knight Fireball
Fireball Bats Knight Flying Machine Guards
Bats Knight Fireball Flying Machine Guards
Bats Knight Fireball Flying Machine Guards Goblin Giant

Counters to secondary win conditions

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

Knight Guards Fireball
Fireball Knight Flying Machine Rocket
Guards Bats Knight Rocket Goblin Giant
Rocket Guards Bats Knight Fireball Goblin Giant
Knight Guards Goblin Giant
Fireball Rocket Bats Flying Machine Goblin Giant
Rocket Guards Bats Knight Fireball Flying Machine Goblin Giant
Knight Goblin Giant
Rocket Bats Knight Fireball Flying Machine
Guards Goblin Giant
Bats Knight Flying Machine Guards
Rocket Fireball Guards Goblin Giant
Rocket Knight Fireball Guards Goblin Giant
Fireball Flying Machine
Guards Bats Knight Fireball Flying Machine Rocket Goblin Giant
Bats Fireball Flying Machine

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 Knight Flying Machine Rocket Guards
Fireball Flying Machine
Rocket Fireball Flying Machine Goblin Giant
Knight Fireball Flying Machine Rocket Guards
Fireball Rocket
Fireball Bats Flying Machine Rocket Goblin Giant
Flying Machine
Fireball Flying Machine
Fireball Flying Machine
Rocket Bats Fireball Guards
Rocket Knight Fireball Flying Machine
Fireball Flying Machine Rocket
Flying Machine Rocket Knight Fireball
Fireball Flying Machine Rocket
Fireball Flying Machine
Rocket Fireball Flying Machine
Fireball Flying Machine Rocket
Fireball Rocket
Bats Rocket
Rocket Fireball Flying Machine
Rocket Fireball Flying Machine
Rocket Fireball
Rocket Fireball
Rocket
Rocket Fireball Flying Machine
Fireball
Fireball Flying Machine
Fireball Flying Machine
Fireball Rocket
Bats Fireball Flying Machine
Rocket Bats Fireball Flying Machine Guards
Fireball
Fireball Rocket
Rocket Fireball
Rocket Fireball
Bats Fireball Flying Machine Rocket Guards
Fireball Rocket Flying Machine
Fireball
Fireball Knight Flying Machine Rocket
Fireball Flying Machine
Rocket Fireball
Flying Machine
Bats Fireball Flying Machine Rocket Guards
Bats Fireball Flying Machine Rocket
Fireball Flying Machine Rocket Goblin Giant

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