My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Minion Horde Wizard Three Musketeers

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 Three Musketeers Golem

Offensive cards

Win conditions

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

Hog Rider Three Musketeers Golem

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 Hog Rider

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 Minion Horde Heal Spirit Hog Rider Golem

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 Golem

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 Minion Horde Hog Rider Three Musketeers
Giant Snowball
Bats Goblin Gang Minion Horde Hog Rider Three Musketeers
Zap
Bats Goblin Gang Minion Horde Three Musketeers
Barbarian Barrel
Goblin Gang Heal Spirit Wizard Three Musketeers
The Log
Goblin Gang Heal Spirit Hog Rider Three Musketeers
Earthquake
Goblin Gang Hog Rider
Arrows
Bats Goblin Gang Minion Horde Heal Spirit
Royal Delivery
Bats Goblin Gang Minion Horde Heal Spirit Hog Rider Wizard Three Musketeers
Fireball
Goblin Gang Minion Horde Hog Rider Wizard Three Musketeers
Poison
Bats Goblin Gang Minion Horde Wizard Three Musketeers
Lightning
Wizard Three Musketeers
Rocket
Minion Horde Hog Rider Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Heal Spirit Golem

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 Minion Horde Heal Spirit Wizard Three Musketeers

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Bats Goblin Gang Hog Rider Minion Horde Wizard Golem Three Musketeers

Shortest cycle

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

10 Heal Spirit Bats Goblin Gang Hog Rider

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
Hog Rider Golem
Goblin Gang
Hog Rider Three Musketeers Golem
Minion Horde
Heal Spirit Hog Rider Golem
Heal Spirit
Minion Horde Hog Rider Wizard Three Musketeers
Hog Rider
Bats Goblin Gang Minion Horde Heal Spirit Wizard Three Musketeers
Wizard
Heal Spirit Hog Rider Golem
Three Musketeers
Goblin Gang Heal Spirit Hog Rider
Golem
Bats Goblin Gang Minion Horde Wizard

Defense Synergies 0 0

Bats
Goblin Gang
Minion Horde
Heal Spirit
Hog Rider
Wizard
Three Musketeers
Golem

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.

Minion Horde Wizard
Minion Horde Bats Goblin Gang Three Musketeers
Goblin Gang Minion Horde Three Musketeers Bats
Minion Horde Three Musketeers Bats Goblin Gang
Goblin Gang Bats
Bats Minion Horde Three Musketeers Goblin Gang Wizard
Minion Horde Three Musketeers Goblin Gang
Goblin Gang Minion Horde
Bats Goblin Gang Minion Horde Wizard
Minion Horde Three Musketeers Bats Goblin Gang Wizard
Minion Horde Bats Goblin Gang Wizard Three Musketeers
Wizard Three Musketeers Bats Goblin Gang Minion Horde
Goblin Gang Minion Horde Three Musketeers
Minion Horde Goblin Gang Three Musketeers
Minion Horde Wizard Three Musketeers Bats Goblin Gang
Bats Goblin Gang Minion Horde Wizard Three Musketeers
Wizard Bats
Three Musketeers
Goblin Gang Wizard Bats Minion Horde

Counters to secondary win conditions

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

Goblin Gang
Goblin Gang Wizard
Goblin Gang Bats Minion Horde
Goblin Gang Bats Minion Horde
Goblin Gang Minion Horde Three Musketeers
Wizard Bats Goblin Gang Minion Horde Three Musketeers
Goblin Gang Bats Minion Horde
Minion Horde
Minion Horde Bats
Goblin Gang Minion Horde Three Musketeers
Bats Minion Horde
Goblin Gang Minion Horde Wizard Three Musketeers
Wizard Minion Horde Three Musketeers
Goblin Gang Bats Minion Horde Three Musketeers
Bats Minion Horde Wizard

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.)

Minion Horde
Minion Horde
Wizard Minion Horde
Wizard Bats Minion Horde
Minion Horde Wizard
Wizard
Wizard
Bats Goblin Gang Minion Horde Three Musketeers
Minion Horde Wizard
Wizard
Three Musketeers
Minion Horde
Minion Horde Wizard Three Musketeers
Minion Horde Wizard Three Musketeers
Three Musketeers
Bats Minion Horde
Wizard Three Musketeers
Wizard
Minion Horde
Wizard
Minion Horde
Wizard
Minion Horde
Wizard
Wizard
Bats Minion Horde Wizard
Bats Minion Horde Wizard
Minion Horde
Minion Horde Wizard
Minion Horde
Minion Horde
Wizard
Minion Horde Bats Goblin Gang
Wizard Three Musketeers
Goblin Gang Minion Horde Wizard Three Musketeers
Wizard
Minion Horde Three Musketeers
Bats Goblin Gang Minion Horde
Bats

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