My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Bats Flying Machine

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Flying Machine Monk

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.

Arrows Fireball

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.

Electro Spirit Goblins Flying Machine

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 Spirit Monk

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
Giant Snowball
Goblins Bats Flying Machine
Zap
Goblins Bats Flying Machine
Barbarian Barrel
Electro Spirit Goblins Bomb Tower
The Log
Electro Spirit Goblins
Earthquake
Bomb Tower
Arrows
Electro Spirit Goblins Bats Flying Machine
Royal Delivery
Electro Spirit Goblins Bats Flying Machine
Fireball
Bomb Tower Flying Machine
Poison
Bats Bomb Tower Flying Machine
Lightning
Bomb Tower Monk
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Fireball Bomb Tower

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.

Electro Spirit Bats Arrows

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.

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.

Goblins Fireball

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.

Electro Spirit Goblins Bats Arrows Fireball Bomb Tower Flying Machine Monk

Shortest cycle

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

8 Electro Spirit Goblins Bats Arrows

Attack Synergies 1 2

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.

Electro Spirit
Fireball
Goblins
Bats
Flying Machine
Arrows
Fireball
Fireball
Arrows Electro Spirit
Bomb Tower
Flying Machine
Bats
Monk

Defense Synergies 0 7

Electro Spirit
Goblins
Flying Machine Monk
Bats
Bomb Tower
Arrows
Fireball Bomb Tower Monk
Fireball
Arrows Bomb Tower
Bomb Tower
Bats Arrows Fireball
Flying Machine
Goblins
Monk
Goblins Arrows

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.

Fireball Flying Machine
Bomb Tower Goblins Bats Flying Machine Monk
Bomb Tower Goblins Bats
Bomb Tower Goblins Bats Monk
Arrows Fireball Bomb Tower Monk
Arrows Fireball Electro Spirit Goblins Bats Bomb Tower Flying Machine
Bats Electro Spirit Arrows Fireball Bomb Tower Flying Machine
Electro Spirit Arrows Fireball Bomb Tower Flying Machine Monk
Goblins Bomb Tower
Goblins
Goblins Bats Electro Spirit Arrows Fireball Bomb Tower Flying Machine
Arrows Bats Fireball Flying Machine
Bomb Tower Bats Fireball Flying Machine
Fireball Bomb Tower Electro Spirit Goblins Bats Arrows
Bomb Tower
Bomb Tower Monk Fireball
Bomb Tower Goblins Bats Arrows Fireball
Arrows Fireball Bomb Tower Electro Spirit Goblins Bats Flying Machine
Arrows Bomb Tower Electro Spirit Bats Fireball Flying Machine
Bomb Tower
Electro Spirit Goblins Bats Arrows Fireball Bomb Tower Flying Machine

Counters to secondary win conditions

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

Goblins Fireball
Fireball Arrows Bomb Tower Flying Machine Monk
Goblins Bats Bomb Tower
Bats Fireball Monk
Arrows Fireball Electro Spirit Bats Bomb Tower Flying Machine Monk
Goblins Bats Fireball Bomb Tower Flying Machine
Bomb Tower
Electro Spirit Goblins Bats Fireball Bomb Tower Flying Machine Monk
Bats Bomb Tower Flying Machine
Monk Arrows Fireball
Fireball Bomb Tower
Fireball Bomb Tower Flying Machine
Electro Spirit Goblins Bats Fireball Bomb Tower Flying Machine Monk
Bats Arrows Electro Spirit Fireball Bomb Tower Flying Machine
Electro Spirit Arrows Fireball Bomb Tower
Bomb Tower

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 Arrows Flying Machine Monk
Arrows Fireball Monk Flying Machine
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine
Fireball Arrows
Arrows Fireball Electro Spirit Bats Flying Machine Monk
Arrows Flying Machine
Arrows Fireball Flying Machine
Arrows Fireball Monk Flying Machine
Goblins Bats Fireball
Monk Arrows Fireball Flying Machine
Fireball Monk Arrows Flying Machine
Flying Machine Fireball
Arrows Fireball Flying Machine Monk
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine
Monk Arrows Fireball
Bats
Arrows Fireball Flying Machine Monk
Arrows Fireball Flying Machine Monk
Fireball Monk
Arrows Fireball
Monk
Arrows Fireball Flying Machine Monk
Arrows Electro Spirit Fireball
Arrows Fireball Flying Machine Monk
Fireball Arrows Flying Machine Monk
Fireball Arrows
Bats Arrows Fireball Flying Machine
Electro Spirit Bats Fireball Flying Machine
Fireball
Arrows Fireball
Electro Spirit Arrows Fireball Monk
Arrows Fireball Monk
Electro Spirit Bats Fireball Flying Machine
Fireball Arrows Flying Machine Monk
Arrows Fireball
Fireball Flying Machine
Arrows Fireball Flying Machine
Monk Arrows Fireball
Flying Machine
Electro Spirit Bats Fireball Flying Machine
Bats Fireball Flying Machine
Fireball Flying Machine Monk
Fireball Monk

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