My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Minions Goblin Gang Electro Dragon

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 Electro Dragon

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.

Zap Giant Snowball Freeze

Punishments

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

Goblin Gang

Pump responses

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

Missing

Dropped at the bridge

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

Goblin Gang

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.

Electro Dragon

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 Guards
Giant Snowball
Bats Minions Goblin Gang Guards Electro Dragon
Zap
Bats Minions Goblin Gang Guards
Barbarian Barrel
Goblin Gang Guards
The Log
Goblin Gang Guards
Earthquake
Goblin Gang Guards
Arrows
Bats Minions Goblin Gang Guards
Royal Delivery
Bats Minions Goblin Gang Guards Electro Dragon
Fireball
Minions Goblin Gang Electro Dragon
Poison
Bats Minions Goblin Gang Guards Electro Dragon
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Giant Snowball Freeze Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Giant Snowball Freeze Electro Dragon

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 Guards Freeze

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Giant Snowball Minions Goblin Gang Guards Freeze Electro Dragon

Shortest cycle

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

9 Bats Zap Giant Snowball Minions

Attack Synergies 0 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.

Bats
Zap Minions
Zap
Bats Giant Snowball Minions Guards Freeze Electro Dragon
Giant Snowball
Zap Electro Dragon
Minions
Bats Zap
Goblin Gang
Guards
Zap
Freeze
Zap
Electro Dragon
Zap Giant Snowball

Defense Synergies 1 15

Bats
Zap Giant Snowball Minions Freeze
Zap
Bats Giant Snowball Minions Goblin Gang Guards Electro Dragon
Giant Snowball
Goblin Gang Bats Zap Minions Guards Electro Dragon
Minions
Bats Zap Giant Snowball Freeze
Goblin Gang
Giant Snowball Zap Guards
Guards
Zap Giant Snowball Goblin Gang Electro Dragon
Freeze
Bats Minions
Electro Dragon
Zap Giant Snowball Guards

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 Minions Electro Dragon
Bats Zap Minions Goblin Gang Electro Dragon
Goblin Gang Bats Giant Snowball Minions Freeze Electro Dragon
Bats Minions Goblin Gang Guards Electro Dragon
Goblin Gang Freeze Bats Zap Giant Snowball Minions Guards Electro Dragon
Bats Giant Snowball Minions Zap Goblin Gang Freeze Electro Dragon
Zap Electro Dragon
Minions Goblin Gang
Goblin Gang Guards Giant Snowball
Bats Minions Goblin Gang Guards Zap Giant Snowball Freeze Electro Dragon
Minions Bats Zap Giant Snowball Goblin Gang Electro Dragon
Bats Zap Giant Snowball Minions Goblin Gang Guards Freeze Electro Dragon
Bats Zap Giant Snowball Minions Goblin Gang Guards Freeze Electro Dragon
Goblin Gang
Zap Giant Snowball Goblin Gang Freeze
Bats Minions Goblin Gang Electro Dragon
Bats Zap Giant Snowball Minions Goblin Gang Guards Electro Dragon
Zap Giant Snowball Freeze Bats Minions Guards Electro Dragon
Goblin Gang Bats Giant Snowball Minions Guards Electro Dragon

Counters to secondary win conditions

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

Goblin Gang Guards Zap Giant Snowball
Zap Giant Snowball Goblin Gang Electro Dragon
Goblin Gang Guards Bats Zap Minions Electro Dragon
Goblin Gang Guards Bats Zap
Goblin Gang Guards
Bats Zap Giant Snowball Minions Goblin Gang Freeze Electro Dragon
Goblin Gang Guards Bats Minions
Zap Freeze Electro Dragon Bats Giant Snowball Minions
Goblin Gang Guards
Bats Minions Guards Electro Dragon
Zap Giant Snowball Guards
Goblin Gang Guards
Electro Dragon
Goblin Gang Guards Electro Dragon Bats Zap Minions Freeze
Bats Minions Zap Giant Snowball Freeze Electro Dragon

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.)

Guards Freeze Electro Dragon
Zap Giant Snowball Electro Dragon
Electro Dragon
Guards Freeze
Zap Giant Snowball
Bats Zap Giant Snowball Minions Freeze Electro Dragon
Zap Giant Snowball Freeze Electro Dragon
Zap Giant Snowball Electro Dragon
Bats Giant Snowball Minions Goblin Gang Guards Electro Dragon
Zap Electro Dragon
Zap Giant Snowball Electro Dragon
Giant Snowball
Minions Freeze Electro Dragon
Zap Giant Snowball
Zap Giant Snowball Electro Dragon
Electro Dragon
Giant Snowball Freeze
Bats Minions
Zap Giant Snowball Electro Dragon
Zap Giant Snowball Electro Dragon
Minions
Giant Snowball
Zap Giant Snowball Electro Dragon
Zap Giant Snowball Freeze Electro Dragon
Zap Giant Snowball Electro Dragon
Zap Giant Snowball Electro Dragon
Zap
Bats Zap Giant Snowball Electro Dragon
Zap Electro Dragon Bats Giant Snowball Minions Guards Freeze
Giant Snowball
Zap Giant Snowball Electro Dragon
Zap Giant Snowball Freeze Electro Dragon
Giant Snowball
Zap Bats Minions Goblin Gang Guards Freeze Electro Dragon
Zap Giant Snowball Electro Dragon
Freeze
Goblin Gang Electro Dragon
Zap Giant Snowball Electro Dragon
Zap Giant Snowball
Electro Dragon
Zap Electro Dragon Bats Giant Snowball Minions Goblin Gang Guards Freeze
Bats Zap Giant Snowball Electro Dragon
Electro Dragon Zap Giant Snowball Freeze

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