My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Rascals

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!

Similar decks

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.

Bats Knight Giant Wizard

Offensive cards

Win conditions

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

Giant Miner

Damage spells

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

Zap

Punishments

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

Goblin Gang Giant Miner

Pump responses

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

Miner

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 Giant

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.

Miner

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

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.

Bats Knight Guards Miner

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 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.

Bats Zap Knight Goblin Gang Guards Miner Giant Wizard

Shortest cycle

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

10 Bats Zap Knight Goblin Gang

Attack Synergies 9 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.

Bats
Knight Giant Miner Zap
Zap
Giant Miner Bats Knight Guards
Knight
Bats Goblin Gang Zap Wizard Miner
Goblin Gang
Knight Miner Giant
Giant
Bats Zap Miner Goblin Gang Wizard Guards
Wizard
Knight Giant Miner
Guards
Miner Zap Giant
Miner
Bats Zap Goblin Gang Giant Guards Knight Wizard

Defense Synergies 2 9

Bats
Knight Zap
Zap
Bats Knight Goblin Gang Guards Miner
Knight
Bats Goblin Gang Zap Wizard
Goblin Gang
Knight Zap Guards Miner
Giant
Wizard
Knight Guards
Guards
Zap Goblin Gang Wizard
Miner
Zap Goblin Gang

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 Knight Wizard
Bats Zap Knight Goblin Gang
Goblin Gang Bats Knight
Bats Knight Goblin Gang Guards
Goblin Gang Bats Zap Guards
Bats Zap Goblin Gang Wizard
Zap
Goblin Gang
Knight Goblin Gang Guards Miner
Bats Goblin Gang Guards Zap Knight Wizard
Bats Zap Goblin Gang Wizard
Bats Zap Knight Goblin Gang Wizard Guards
Wizard Bats Zap Goblin Gang Guards
Knight Goblin Gang
Zap Goblin Gang
Wizard Bats Knight Goblin Gang
Bats Zap Knight Goblin Gang Wizard Guards
Zap Wizard Bats Knight Guards
Goblin Gang Wizard Bats Knight Guards

Counters to secondary win conditions

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

Knight Goblin Gang Guards Zap
Zap Knight Goblin Gang Wizard Miner
Goblin Gang Guards Bats Zap Knight
Goblin Gang Guards Bats Zap Knight
Knight Goblin Gang Guards
Wizard Bats Zap Goblin Gang
Goblin Gang Guards Bats Knight
Knight
Zap Bats Knight
Goblin Gang Guards
Bats Knight Guards
Zap Guards
Knight Goblin Gang Wizard Guards
Wizard
Goblin Gang Guards 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 Miner
Miner
Knight Guards
Wizard Zap
Wizard Bats Zap
Wizard
Zap Wizard
Miner Zap Wizard
Bats Goblin Gang Guards
Miner Zap Knight Wizard
Zap Wizard
Knight Miner
Zap
Zap Wizard
Wizard
Bats
Zap Wizard
Zap Wizard Miner
Wizard
Zap
Zap Wizard
Miner Zap Wizard
Zap Wizard Miner
Miner Zap
Bats Zap Wizard
Zap Bats Wizard Guards
Zap Wizard Miner
Zap
Wizard
Zap Bats Goblin Gang Guards
Zap Wizard
Miner Knight Goblin Gang Wizard
Zap Wizard
Zap
Zap Bats Goblin Gang Guards
Bats Zap
Zap Miner

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