My Best Clash Royale Deck

Deck Check Rating

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

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.

Spear Goblins Bats 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.

Spear Goblins Bats Knight Wizard Elixir Collector Golem

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Spear Goblins Bats Knight Elixir Collector Guards 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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bats Zap Knight Guards Wizard Elixir Collector Golem

Shortest cycle

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

9 Spear Goblins Bats Zap Knight

Attack Synergies 2 9

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.

Spear Goblins
Knight Zap Golem
Bats
Knight Zap Golem
Zap
Spear Goblins Bats Knight Guards Golem
Knight
Spear Goblins Bats Zap Wizard
Wizard
Knight Golem
Elixir Collector
Guards
Zap
Golem
Spear Goblins Bats Zap Wizard

Defense Synergies 2 8

Spear Goblins
Knight Bats Zap Guards
Bats
Knight Spear Goblins Zap
Zap
Spear Goblins Bats Knight Guards
Knight
Spear Goblins Bats Zap Wizard
Wizard
Knight Guards
Elixir Collector
Guards
Spear Goblins Zap Wizard
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.

Spear Goblins Zap Knight Wizard
Bats Zap Knight
Bats Knight
Bats Knight Guards
Spear Goblins Bats Zap Guards
Bats Spear Goblins Zap Wizard
Zap
Knight Guards Spear Goblins
Bats Guards Spear Goblins Zap Knight Wizard
Spear Goblins Bats Zap Wizard
Bats Zap Knight Wizard Guards
Wizard Bats Zap Guards
Knight
Zap
Wizard Bats Knight
Spear Goblins Bats Zap Knight Wizard Guards
Zap Wizard Spear Goblins Bats Knight Guards
Wizard Spear Goblins Bats Knight Guards

Counters to secondary win conditions

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

Knight Guards Spear Goblins Zap
Zap Knight Wizard
Guards Spear Goblins Bats Zap Knight
Guards Bats Zap Knight
Knight Guards
Wizard Bats Zap
Guards Spear Goblins Bats Knight
Knight
Zap Spear Goblins Bats Knight
Guards
Bats Knight Guards
Zap Guards
Knight Wizard Guards
Wizard
Guards Spear Goblins Bats Zap Knight
Bats Zap 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.)

Knight Guards
Zap
Knight Guards
Wizard Zap
Wizard Spear Goblins Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats Guards
Zap Knight Wizard
Zap Wizard
Knight
Zap
Spear Goblins Zap Wizard
Wizard
Bats
Zap Wizard
Zap Wizard
Wizard
Zap
Zap Wizard
Zap Wizard
Zap Wizard
Zap
Bats Zap Wizard
Zap Bats Wizard Guards
Zap Wizard
Zap
Wizard
Zap Spear Goblins Bats Guards
Zap Wizard
Knight Wizard
Zap Wizard
Zap
Zap Bats Guards
Bats Zap
Zap

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