My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Zappies 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 Zappies Giant Witch Giant Skeleton

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Fireball

Punishments

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

Goblin Gang Hog Rider Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Goblin Gang Hog Rider Giant 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.

Hog Rider 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 Hog Rider Giant Giant Skeleton
Giant Snowball
Bats Goblin Gang Hog Rider Zappies Witch
Zap
Bats Goblin Gang Zappies Witch
Barbarian Barrel
Goblin Gang Zappies Witch Giant Skeleton
The Log
Goblin Gang Hog Rider Zappies Witch Giant Skeleton
Earthquake
Goblin Gang Hog Rider Zappies Witch
Arrows
Bats Goblin Gang Zappies Witch
Royal Delivery
Bats Goblin Gang Hog Rider Zappies Witch Giant Skeleton
Fireball
Goblin Gang Hog Rider Zappies Witch
Poison
Bats Goblin Gang Zappies Witch
Lightning
Witch
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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 Giant Skeleton

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

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 Fireball 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 Goblin Gang Fireball Hog Rider Zappies Giant Witch Giant Skeleton

Shortest cycle

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

13 Bats Goblin Gang Fireball Hog Rider

Attack Synergies 5 11

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
Hog Rider Giant Giant Skeleton
Goblin Gang
Hog Rider Giant Giant Skeleton
Fireball
Hog Rider Giant
Hog Rider
Bats Goblin Gang Fireball Zappies Giant Witch Giant Skeleton
Zappies
Hog Rider Giant Giant Skeleton
Giant
Bats Goblin Gang Fireball Hog Rider Zappies Witch
Witch
Hog Rider Giant Giant Skeleton
Giant Skeleton
Bats Goblin Gang Hog Rider Zappies Witch

Defense Synergies 0 7

Bats
Zappies Giant Skeleton
Goblin Gang
Zappies Giant Skeleton
Fireball
Zappies
Hog Rider
Zappies
Bats Goblin Gang Fireball Giant Skeleton
Giant
Witch
Giant Skeleton
Giant Skeleton
Bats Goblin Gang Zappies 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.

Fireball Zappies
Bats Goblin Gang Zappies Witch
Goblin Gang Witch Bats Zappies Giant Skeleton
Witch Bats Goblin Gang Zappies
Fireball Giant Skeleton
Goblin Gang Fireball Bats Zappies
Bats Goblin Gang Fireball Zappies Witch
Fireball Giant Skeleton
Zappies Witch Goblin Gang
Goblin Gang Zappies Giant Skeleton
Bats Goblin Gang Witch Fireball Zappies Giant Skeleton
Bats Goblin Gang Fireball Zappies Witch
Bats Goblin Gang Fireball Zappies Witch Giant Skeleton
Fireball Bats Goblin Gang Zappies Witch
Goblin Gang Zappies
Goblin Gang Fireball Zappies
Bats Goblin Gang Fireball Zappies Witch
Fireball Bats Goblin Gang Zappies Witch
Witch Bats Fireball Zappies Giant Skeleton
Zappies
Goblin Gang Bats Fireball Zappies Witch Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Fireball Zappies Witch Giant Skeleton
Fireball Goblin Gang
Goblin Gang Zappies Giant Skeleton Bats Witch
Goblin Gang Giant Skeleton Bats Fireball Zappies
Giant Skeleton Goblin Gang Zappies Witch
Fireball Bats Goblin Gang Zappies Witch
Goblin Gang Bats Fireball Zappies Witch Giant Skeleton
Giant Skeleton Zappies
Giant Skeleton Bats Fireball Zappies Witch
Witch Goblin Gang Zappies
Bats Zappies Witch Giant Skeleton
Fireball Giant Skeleton
Giant Skeleton Goblin Gang Fireball Zappies Witch
Fireball Zappies Witch
Goblin Gang Zappies Witch Bats Fireball Giant Skeleton
Bats Fireball Zappies 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.)

Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball
Fireball Bats Witch
Witch
Fireball
Fireball
Bats Goblin Gang Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Witch
Fireball
Fireball
Bats
Fireball
Fireball Witch
Fireball Giant Skeleton
Fireball
Fireball
Fireball Witch
Witch
Fireball Witch
Fireball Witch
Fireball
Bats Fireball Witch
Bats Fireball Zappies Witch
Fireball
Fireball
Fireball Zappies
Giant Skeleton
Fireball
Bats Goblin Gang Fireball Zappies Witch
Fireball Zappies Witch
Fireball
Fireball Goblin Gang
Fireball
Fireball Giant Skeleton
Bats Goblin Gang Fireball Zappies Witch Giant Skeleton
Bats Fireball Zappies Witch
Fireball Witch Giant Skeleton

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: