My Best Clash Royale Deck

Deck Check Rating

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

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!

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 Witch

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 Flying Machine Wizard Witch Giant Skeleton

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.

Zap Rage

Punishments

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

Goblin Gang

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.

Goblin Gang Flying Machine Giant Skeleton

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.

Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Rage Giant Skeleton

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 Witch

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 Zap Rage Goblin Gang Flying Machine Wizard Witch Giant Skeleton

Shortest cycle

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

9 Bats Zap Rage Goblin Gang

Attack Synergies 2 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
Giant Skeleton Zap Flying Machine Rage
Zap
Bats Flying Machine Witch Giant Skeleton
Goblin Gang
Giant Skeleton
Flying Machine
Bats Zap Giant Skeleton
Wizard
Rage Giant Skeleton
Rage
Witch Bats Wizard Giant Skeleton
Witch
Rage Zap Giant Skeleton
Giant Skeleton
Bats Zap Goblin Gang Flying Machine Wizard Rage Witch

Defense Synergies 0 11

Bats
Zap Giant Skeleton
Zap
Bats Goblin Gang Flying Machine Witch Giant Skeleton
Goblin Gang
Zap Flying Machine Giant Skeleton
Flying Machine
Zap Goblin Gang Giant Skeleton
Wizard
Giant Skeleton
Rage
Witch
Zap Giant Skeleton
Giant Skeleton
Bats Zap Goblin Gang Flying Machine Wizard Witch

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.

Zap Flying Machine Wizard
Bats Zap Goblin Gang Flying Machine Witch
Goblin Gang Witch Bats Giant Skeleton
Witch Bats Goblin Gang
Giant Skeleton
Goblin Gang Bats Zap Flying Machine
Bats Zap Goblin Gang Flying Machine Wizard Witch
Zap Flying Machine Giant Skeleton
Witch Goblin Gang
Goblin Gang Giant Skeleton
Bats Goblin Gang Witch Zap Flying Machine Wizard Giant Skeleton
Bats Zap Goblin Gang Flying Machine Wizard Witch
Bats Zap Goblin Gang Flying Machine Wizard Witch Giant Skeleton
Wizard Bats Zap Goblin Gang Witch
Goblin Gang
Zap Goblin Gang
Wizard Bats Goblin Gang Witch
Bats Zap Goblin Gang Flying Machine Wizard Witch
Zap Wizard Witch Bats Flying Machine Giant Skeleton
Goblin Gang Wizard Bats Flying Machine Witch Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Zap Witch Giant Skeleton
Zap Goblin Gang Flying Machine Wizard
Goblin Gang Giant Skeleton Bats Zap Witch
Goblin Gang Giant Skeleton Bats Zap
Giant Skeleton Goblin Gang Witch
Wizard Bats Zap Goblin Gang Flying Machine Witch
Goblin Gang Bats Flying Machine Witch Giant Skeleton
Giant Skeleton
Zap Giant Skeleton Bats Flying Machine Witch
Witch Goblin Gang
Bats Flying Machine Witch Giant Skeleton
Zap Giant Skeleton
Giant Skeleton Goblin Gang Wizard Witch
Wizard Flying Machine Witch
Goblin Gang Witch Bats Zap Flying Machine Giant Skeleton
Bats Zap Flying Machine Wizard Witch Giant Skeleton

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.)

Flying Machine Giant Skeleton
Zap Flying Machine
Flying Machine Giant Skeleton
Flying Machine Giant Skeleton
Wizard Zap
Wizard Bats Zap Flying Machine Witch
Flying Machine Wizard Witch
Zap Flying Machine Wizard
Zap Flying Machine Wizard
Bats Goblin Gang
Zap Flying Machine Wizard
Zap Flying Machine Wizard
Flying Machine
Flying Machine
Zap Flying Machine
Zap Flying Machine Wizard Witch
Flying Machine Wizard
Bats
Zap Flying Machine Wizard
Zap Flying Machine Wizard Witch
Giant Skeleton
Wizard
Zap Flying Machine
Zap Wizard Witch
Witch
Zap Flying Machine Wizard Witch
Zap Flying Machine Wizard Witch
Zap
Bats Zap Flying Machine Wizard Witch
Zap Bats Flying Machine Wizard Witch
Zap Wizard
Zap
Giant Skeleton
Wizard
Zap Bats Goblin Gang Flying Machine Witch
Zap Flying Machine Wizard Witch
Goblin Gang Flying Machine Wizard
Zap Flying Machine Wizard
Zap Giant Skeleton
Flying Machine
Zap Bats Goblin Gang Flying Machine Witch Giant Skeleton
Bats Zap Flying Machine Witch
Zap Flying Machine Witch Giant Skeleton

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: