My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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 Hut Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut Barbarian Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Goblin Hut Barbarian Hut Elixir Collector Cannon Cart Magic Archer

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.

Fireball

Punishments

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

Cannon Cart

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Cannon Cart Magic Archer

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.

Magic Archer

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 Skeleton Army Cannon Cart
Giant Snowball
Bats Goblin Hut Skeleton Army
Zap
Bats Goblin Hut Skeleton Army Cannon Cart
Barbarian Barrel
Goblin Hut Barbarian Hut Skeleton Army Cannon Cart Magic Archer
The Log
Goblin Hut Barbarian Hut Skeleton Army Cannon Cart
Earthquake
Goblin Hut Barbarian Hut Elixir Collector Skeleton Army
Arrows
Bats Goblin Hut Skeleton Army
Royal Delivery
Bats Goblin Hut Skeleton Army Cannon Cart Magic Archer
Fireball
Goblin Hut Barbarian Hut Elixir Collector Skeleton Army Cannon Cart Magic Archer
Poison
Bats Goblin Hut Barbarian Hut Elixir Collector Skeleton Army Magic Archer
Lightning
Goblin Hut Barbarian Hut Elixir Collector Cannon Cart Magic Archer
Rocket
Goblin Hut Barbarian Hut Elixir Collector Cannon Cart Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Magic Archer

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 Elixir Collector Skeleton Army

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 Skeleton Army

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.

Fireball

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.

Bats Skeleton Army Fireball Magic Archer Goblin Hut Cannon Cart Barbarian Hut Elixir Collector

Shortest cycle

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

13 Bats Skeleton Army Fireball Magic Archer

Attack Synergies 1 7

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
Barbarian Hut Cannon Cart
Fireball
Magic Archer
Goblin Hut
Barbarian Hut Cannon Cart Magic Archer
Barbarian Hut
Bats Goblin Hut Magic Archer
Elixir Collector
Skeleton Army
Cannon Cart
Bats Goblin Hut Magic Archer
Magic Archer
Fireball Goblin Hut Barbarian Hut Cannon Cart

Defense Synergies 1 11

Bats
Barbarian Hut Cannon Cart
Fireball
Goblin Hut Barbarian Hut
Goblin Hut
Fireball Barbarian Hut Skeleton Army Cannon Cart
Barbarian Hut
Bats Fireball Goblin Hut Skeleton Army Magic Archer
Elixir Collector
Skeleton Army
Goblin Hut Barbarian Hut Cannon Cart Magic Archer
Cannon Cart
Bats Goblin Hut Skeleton Army Magic Archer
Magic Archer
Barbarian Hut Skeleton Army Cannon Cart

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.

Barbarian Hut Cannon Cart Fireball Goblin Hut Magic Archer
Barbarian Hut Skeleton Army Bats Goblin Hut Cannon Cart
Goblin Hut Barbarian Hut Skeleton Army Bats Cannon Cart
Goblin Hut Barbarian Hut Skeleton Army Bats Cannon Cart
Fireball Skeleton Army
Fireball Skeleton Army Bats Cannon Cart Magic Archer
Bats Fireball Goblin Hut Barbarian Hut Magic Archer
Barbarian Hut Fireball Cannon Cart Magic Archer
Barbarian Hut Goblin Hut Skeleton Army
Skeleton Army Cannon Cart
Bats Skeleton Army Fireball Goblin Hut Cannon Cart Magic Archer
Bats Fireball Goblin Hut Barbarian Hut Magic Archer
Goblin Hut Barbarian Hut Skeleton Army Bats Fireball Cannon Cart
Fireball Barbarian Hut Skeleton Army Bats Goblin Hut Cannon Cart Magic Archer
Barbarian Hut Skeleton Army Goblin Hut Cannon Cart
Barbarian Hut Skeleton Army Fireball Goblin Hut
Barbarian Hut Bats Fireball Goblin Hut Skeleton Army Cannon Cart
Fireball Bats Goblin Hut Barbarian Hut Skeleton Army Cannon Cart Magic Archer
Bats Fireball Goblin Hut Barbarian Hut Cannon Cart Magic Archer
Barbarian Hut Goblin Hut Cannon Cart
Skeleton Army Bats Fireball Cannon Cart

Counters to secondary win conditions

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

Barbarian Hut Skeleton Army Fireball Goblin Hut Cannon Cart
Fireball Cannon Cart Magic Archer
Skeleton Army Bats Goblin Hut Barbarian Hut Cannon Cart
Skeleton Army Bats Fireball Barbarian Hut Cannon Cart
Barbarian Hut Goblin Hut Skeleton Army Cannon Cart
Fireball Bats Goblin Hut Magic Archer
Skeleton Army Bats Fireball Goblin Hut Barbarian Hut Cannon Cart
Barbarian Hut Skeleton Army Cannon Cart
Bats Fireball Goblin Hut Barbarian Hut Skeleton Army Cannon Cart Magic Archer
Goblin Hut Barbarian Hut Skeleton Army
Bats Goblin Hut Cannon Cart
Skeleton Army Fireball
Skeleton Army Cannon Cart Fireball Barbarian Hut
Fireball Barbarian Hut Skeleton Army Cannon Cart Magic Archer
Goblin Hut Skeleton Army Bats Fireball Barbarian Hut Cannon Cart Magic Archer
Bats Fireball Goblin Hut Barbarian Hut Cannon Cart Magic Archer

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 Magic Archer Barbarian Hut
Fireball Magic Archer
Fireball Goblin Hut Barbarian Hut Cannon Cart Magic Archer
Cannon Cart Fireball Barbarian Hut
Fireball Magic Archer
Fireball Bats Magic Archer
Magic Archer
Fireball Barbarian Hut Magic Archer
Fireball
Bats Fireball
Fireball Cannon Cart Magic Archer
Fireball Magic Archer
Fireball Goblin Hut Barbarian Hut Cannon Cart Magic Archer
Fireball Cannon Cart Magic Archer
Fireball Goblin Hut Barbarian Hut Cannon Cart Magic Archer
Fireball Goblin Hut Barbarian Hut Cannon Cart Magic Archer
Magic Archer Fireball Goblin Hut Barbarian Hut Cannon Cart
Fireball
Bats
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball
Fireball Barbarian Hut Cannon Cart
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Bats Fireball Magic Archer
Bats Fireball Goblin Hut
Fireball
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Bats Fireball Goblin Hut Barbarian Hut Skeleton Army Cannon Cart Magic Archer
Fireball Magic Archer
Fireball
Fireball Cannon Cart Magic Archer
Fireball Magic Archer
Fireball
Cannon Cart
Bats Fireball Magic Archer
Bats Fireball Magic Archer
Fireball Cannon Cart Magic Archer

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