My Best Clash Royale Deck

Deck Check Rating

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

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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 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 Knight Elixir Collector Witch Golem Sparky

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblins Knight 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.

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 Sparky
Giant Snowball
Goblins Bats Witch
Zap
Goblins Bats Witch Sparky
Barbarian Barrel
Goblins Knight Witch Sparky
The Log
Goblins Witch Sparky
Earthquake
Elixir Collector Witch
Arrows
Goblins Bats Witch
Royal Delivery
Goblins Bats Knight Witch Sparky
Fireball
Elixir Collector Witch Sparky
Poison
Bats Elixir Collector Witch Sparky
Lightning
Knight Elixir Collector Witch Sparky
Rocket
Elixir Collector Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Sparky

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 Elixir Collector Golem Sparky

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.

Goblins 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.

Goblins Bats Zap Knight Witch Elixir Collector Sparky Golem

Shortest cycle

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

9 Goblins Bats Zap Knight

Attack Synergies 2 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.

Goblins
Zap
Bats
Knight Zap Golem Sparky
Zap
Sparky Goblins Bats Knight Witch Golem
Knight
Bats Zap Witch Sparky
Elixir Collector
Witch
Zap Knight Golem
Golem
Bats Zap Witch Sparky
Sparky
Zap Bats Knight Golem

Defense Synergies 1 9

Goblins
Zap Knight
Bats
Knight Zap Sparky
Zap
Goblins Bats Knight Witch Sparky
Knight
Bats Goblins Zap Witch Sparky
Elixir Collector
Witch
Zap Knight
Golem
Sparky
Bats Zap Knight

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 Knight Sparky
Sparky Goblins Bats Zap Knight Witch
Witch Sparky Goblins Bats Knight
Witch Sparky Goblins Bats Knight
Sparky
Goblins Bats Zap
Bats Zap Witch
Zap Sparky
Witch Sparky Goblins
Knight Goblins Sparky
Goblins Bats Witch Zap Knight
Bats Zap Witch
Sparky Bats Zap Knight Witch
Sparky Goblins Bats Zap Witch
Sparky Knight
Zap Sparky
Sparky Goblins Bats Knight Witch
Goblins Bats Zap Knight Witch
Zap Witch Bats Knight
Sparky
Goblins Bats Knight Witch Sparky

Counters to secondary win conditions

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

Knight Goblins Zap Witch Sparky
Zap Knight
Goblins Bats Zap Knight Witch Sparky
Bats Zap Knight Sparky
Knight Witch Sparky
Bats Zap Witch
Sparky Goblins Bats Knight Witch
Knight Sparky
Zap Goblins Bats Knight Witch Sparky
Witch Sparky
Bats Knight Witch Sparky
Zap
Knight Witch Sparky
Witch Sparky
Witch Sparky Goblins Bats Zap Knight
Bats Zap Witch Sparky

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.)

Knight Sparky
Zap
Sparky
Knight Sparky
Zap Sparky
Bats Zap Witch
Witch Sparky
Zap
Zap
Goblins Bats Sparky
Zap Knight Sparky
Zap
Knight Sparky
Zap Sparky
Zap Witch Sparky
Sparky
Sparky
Bats Sparky
Zap Sparky
Zap Witch
Sparky
Sparky
Zap
Zap Witch Sparky
Witch
Zap Witch Sparky
Zap Witch Sparky
Zap Sparky
Bats Zap Witch Sparky
Zap Bats Witch
Sparky
Zap Sparky
Zap Sparky
Sparky
Sparky
Zap Bats Witch
Zap Witch
Knight Sparky
Zap
Zap Sparky
Sparky
Zap Bats Witch Sparky
Bats Zap Witch
Zap Witch Sparky

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