My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Minions Goblin Gang Night 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 Giant Night Witch

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Arrows Rocket

Punishments

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

Goblin Gang Giant

Pump responses

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

Rocket

Dropped at the bridge

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

Goblin Gang Giant

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 Minions Goblin Gang Giant Night Witch
Giant Snowball
Bats Minions Goblin Gang Night Witch
Zap
Bats Minions Goblin Gang Night Witch
Barbarian Barrel
Goblin Gang Night Witch
The Log
Goblin Gang
Earthquake
Goblin Gang
Arrows
Bats Minions Goblin Gang Night Witch
Royal Delivery
Bats Minions Goblin Gang Night Witch
Fireball
Minions Goblin Gang Night Witch
Poison
Bats Minions Goblin Gang Night Witch
Lightning
Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Rocket

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 Arrows Rocket Night Witch

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.

Minions Goblin Gang

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.

Bats Zap Arrows Minions Goblin Gang Night Witch Giant Rocket

Shortest cycle

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

10 Bats Zap Arrows Minions

Attack Synergies 6 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
Giant Zap Minions
Zap
Arrows Giant Bats Minions Night Witch
Arrows
Zap Giant Night Witch
Minions
Giant Bats Zap
Goblin Gang
Giant
Giant
Bats Zap Arrows Minions Night Witch Goblin Gang Rocket
Rocket
Giant
Night Witch
Giant Zap Arrows

Defense Synergies 0 6

Bats
Zap Minions
Zap
Bats Arrows Minions Goblin Gang Night Witch
Arrows
Zap
Minions
Bats Zap
Goblin Gang
Zap
Giant
Rocket
Night Witch
Zap

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.

Rocket Zap Minions
Bats Zap Minions Goblin Gang Night Witch
Goblin Gang Rocket Bats Minions Night Witch
Night Witch Bats Minions Goblin Gang
Arrows Rocket
Arrows Goblin Gang Bats Zap Minions Night Witch
Bats Minions Rocket Zap Arrows Goblin Gang Night Witch
Rocket Zap Arrows
Minions Goblin Gang Night Witch
Goblin Gang Night Witch
Bats Minions Goblin Gang Zap Arrows Night Witch
Arrows Minions Bats Zap Goblin Gang Night Witch
Night Witch Bats Zap Minions Goblin Gang Rocket
Rocket Bats Zap Arrows Minions Goblin Gang Night Witch
Goblin Gang
Rocket Zap Goblin Gang
Bats Arrows Minions Goblin Gang Night Witch
Arrows Bats Zap Minions Goblin Gang Night Witch
Zap Arrows Bats Minions
Goblin Gang Bats Arrows Minions Night Witch

Counters to secondary win conditions

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

Goblin Gang Zap
Zap Arrows Goblin Gang Rocket
Goblin Gang Bats Zap Minions Rocket
Goblin Gang Rocket Bats Zap Night Witch
Goblin Gang Night Witch
Arrows Rocket Bats Zap Minions Goblin Gang
Goblin Gang Rocket Bats Minions Night Witch
Zap Rocket Bats Minions
Goblin Gang
Bats Minions
Rocket Zap Arrows
Rocket Goblin Gang Night Witch
Goblin Gang Bats Zap Minions Rocket Night Witch
Bats Arrows Minions Zap

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.)

Arrows Rocket
Arrows Zap
Rocket Arrows
Arrows Rocket
Rocket Zap Arrows
Arrows Bats Zap Minions Rocket
Arrows
Arrows Zap
Arrows Zap
Rocket Bats Minions Goblin Gang Night Witch
Rocket Zap Arrows
Zap Arrows Rocket
Rocket
Arrows Minions Rocket
Zap Arrows
Rocket Zap Arrows
Arrows Rocket
Arrows Rocket
Bats Minions Rocket Night Witch
Rocket Zap Arrows
Rocket Zap Arrows
Rocket Minions Night Witch
Rocket Arrows
Rocket
Rocket Zap Arrows
Zap Arrows
Arrows Zap
Zap Arrows
Rocket Zap Arrows
Bats Zap Arrows Night Witch
Zap Rocket Bats Minions
Night Witch
Zap Arrows Rocket Night Witch
Zap Rocket Arrows
Rocket Arrows
Zap Bats Minions Goblin Gang Rocket Night Witch
Rocket Zap Arrows
Arrows
Goblin Gang Rocket
Arrows Zap
Rocket Zap Arrows
Zap Bats Minions Goblin Gang Rocket
Bats Zap Rocket
Zap Rocket

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