My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 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 Goblin Gang 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 Wizard Witch Balloon Giant Skeleton

Offensive cards

Win conditions

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

Royal Hogs Balloon

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.

Goblin Gang Royal Hogs Balloon

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 Royal Hogs Balloon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Goblin Gang Wizard Royal Hogs Witch Balloon Giant Skeleton

Shortest cycle

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

10 Mirror Bats Goblin Gang Wizard

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
Balloon Giant Skeleton Royal Hogs
Goblin Gang
Royal Hogs Mirror Balloon Giant Skeleton
Wizard
Royal Hogs Balloon Giant Skeleton
Royal Hogs
Bats Goblin Gang Wizard
Mirror
Goblin Gang Balloon Giant Skeleton
Witch
Giant Skeleton
Balloon
Bats Goblin Gang Wizard Mirror Giant Skeleton
Giant Skeleton
Bats Goblin Gang Wizard Mirror Witch Balloon

Defense Synergies 0 5

Bats
Giant Skeleton
Goblin Gang
Mirror Giant Skeleton
Wizard
Giant Skeleton
Royal Hogs
Mirror
Goblin Gang
Witch
Giant Skeleton
Balloon
Giant Skeleton
Bats Goblin Gang 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.

Wizard
Bats Goblin Gang Witch
Goblin Gang Witch Bats Giant Skeleton
Witch Bats Goblin Gang
Giant Skeleton
Goblin Gang Bats
Bats Goblin Gang Wizard Witch
Giant Skeleton
Witch Goblin Gang
Goblin Gang Giant Skeleton
Bats Goblin Gang Witch Wizard Giant Skeleton
Bats Goblin Gang Wizard Witch
Bats Goblin Gang Wizard Witch Giant Skeleton
Wizard Bats Goblin Gang Witch
Goblin Gang
Goblin Gang
Wizard Bats Goblin Gang Witch
Bats Goblin Gang Wizard Witch
Wizard Witch Bats Giant Skeleton
Goblin Gang Wizard Bats Witch Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Witch Giant Skeleton
Goblin Gang Wizard
Goblin Gang Giant Skeleton Bats Witch
Goblin Gang Giant Skeleton Bats
Giant Skeleton Goblin Gang Witch
Wizard Bats Goblin Gang Witch
Goblin Gang Bats Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Bats Witch
Witch Goblin Gang
Bats Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Goblin Gang Wizard Witch
Wizard Witch
Goblin Gang Witch Bats Giant Skeleton
Bats 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.)

Giant Skeleton
Giant Skeleton
Giant Skeleton
Wizard
Wizard Bats Witch
Wizard Witch
Wizard
Wizard
Bats Goblin Gang
Wizard
Wizard
Wizard Witch
Wizard
Bats
Wizard
Wizard Witch
Giant Skeleton
Wizard
Wizard Witch
Witch
Wizard Witch
Wizard Witch
Bats Wizard Witch
Bats Wizard Witch
Wizard
Giant Skeleton
Wizard
Bats Goblin Gang Witch
Wizard Witch
Goblin Gang Wizard
Wizard
Giant Skeleton
Bats Goblin Gang Witch Giant Skeleton
Bats Witch
Witch Giant Skeleton

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