My Best Clash Royale Deck

Deck Check Rating

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

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 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 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

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.

Skeletons Bats Knight Wizard

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 Rage

Punishments

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

Goblin Gang Elite Barbarians

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.

Knight Goblin Gang Elite Barbarians

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.

Elite Barbarians

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
Skeletons Bats Goblin Gang Elite Barbarians
Giant Snowball
Skeletons Bats Goblin Gang
Zap
Skeletons Bats Goblin Gang
Barbarian Barrel
Skeletons Knight Goblin Gang Elite Barbarians Wizard
The Log
Skeletons Goblin Gang Elite Barbarians
Earthquake
Skeletons Goblin Gang
Arrows
Skeletons Bats Goblin Gang
Royal Delivery
Skeletons Bats Knight Goblin Gang Elite Barbarians Wizard
Fireball
Goblin Gang Elite Barbarians Wizard
Poison
Bats Goblin Gang Wizard
Lightning
Knight Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Knight Rage

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.

Elite Barbarians 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 Wizard

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Rage Knight Goblin Gang Fireball Wizard Elite Barbarians

Shortest cycle

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

8 Skeletons Bats Rage Knight

Attack Synergies 3 8

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.

Skeletons
Bats
Knight Elite Barbarians Rage
Knight
Bats Goblin Gang Elite Barbarians Fireball Wizard
Goblin Gang
Knight
Elite Barbarians
Rage Bats Knight Fireball Wizard
Fireball
Knight Elite Barbarians
Wizard
Knight Elite Barbarians Rage
Rage
Elite Barbarians Bats Wizard

Defense Synergies 2 7

Skeletons
Bats Knight Elite Barbarians Wizard
Bats
Knight Skeletons
Knight
Bats Goblin Gang Skeletons Fireball Wizard
Goblin Gang
Knight
Elite Barbarians
Skeletons Wizard
Fireball
Knight
Wizard
Skeletons Knight Elite Barbarians
Rage

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.

Knight Fireball Wizard
Elite Barbarians Skeletons Bats Knight Goblin Gang
Goblin Gang Skeletons Bats Knight Elite Barbarians
Elite Barbarians Skeletons Bats Knight Goblin Gang
Elite Barbarians Fireball
Goblin Gang Fireball Skeletons Bats
Bats Goblin Gang Fireball Wizard
Fireball
Skeletons Goblin Gang Elite Barbarians
Knight Goblin Gang Elite Barbarians Skeletons
Bats Goblin Gang Skeletons Knight Fireball Wizard
Bats Goblin Gang Fireball Wizard
Skeletons Bats Knight Goblin Gang Elite Barbarians Fireball Wizard
Fireball Wizard Bats Goblin Gang
Elite Barbarians Knight Goblin Gang
Goblin Gang Elite Barbarians Fireball
Wizard Skeletons Bats Knight Goblin Gang Elite Barbarians Fireball
Fireball Bats Knight Goblin Gang Elite Barbarians Wizard
Wizard Bats Knight Fireball
Elite Barbarians
Goblin Gang Wizard Bats Knight Elite Barbarians Fireball

Counters to secondary win conditions

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

Knight Goblin Gang Skeletons Elite Barbarians Fireball
Fireball Knight Goblin Gang Elite Barbarians Wizard
Goblin Gang Skeletons Bats Knight Elite Barbarians
Goblin Gang Bats Knight Elite Barbarians Fireball
Skeletons Knight Goblin Gang Elite Barbarians
Fireball Wizard Skeletons Bats Goblin Gang
Goblin Gang Skeletons Bats Knight Elite Barbarians Fireball
Knight Elite Barbarians
Skeletons Bats Knight Elite Barbarians Fireball
Skeletons Goblin Gang
Bats Knight Elite Barbarians
Elite Barbarians Fireball
Elite Barbarians Skeletons Knight Goblin Gang Fireball Wizard
Wizard Fireball
Goblin Gang Elite Barbarians Skeletons Bats Knight Fireball
Bats Elite Barbarians Fireball 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.)

Fireball Knight
Fireball
Fireball
Knight Fireball
Fireball Wizard
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Wizard
Bats Goblin Gang Elite Barbarians Fireball
Knight Fireball Wizard
Fireball Wizard
Knight Elite Barbarians Fireball
Fireball
Elite Barbarians Fireball
Fireball Wizard
Fireball Wizard
Fireball
Bats
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Elite Barbarians Bats Fireball Wizard
Bats Fireball Wizard
Elite Barbarians Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bats Goblin Gang Fireball
Fireball Wizard
Fireball
Fireball Knight Goblin Gang Wizard
Fireball Wizard
Fireball
Elite Barbarians
Bats Goblin Gang Elite Barbarians Fireball
Bats Fireball
Fireball

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