My Best Clash Royale Deck

Deck Check Rating

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

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 Goblin Gang Goblin Hut Electro Dragon

Defensive buildings

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

Goblin Hut

Investments

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

Bats Goblin Hut Electro Dragon Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Fireball The Log

Punishments

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

Goblin Gang Royal Hogs Mega Knight

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.

Goblin Gang Royal Hogs Mega Knight

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Electro Dragon The Log Mega Knight

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 Mega Knight

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.

Goblin Gang 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Goblin Gang Fireball Goblin Hut Royal Hogs Electro Dragon Mega Knight

Shortest cycle

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

11 Bats The Log Goblin Gang Fireball

Attack Synergies 1 13

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
Mega Knight Royal Hogs
Goblin Gang
Goblin Hut Royal Hogs
Fireball
Royal Hogs The Log Mega Knight
Goblin Hut
Goblin Gang Royal Hogs The Log Mega Knight
Royal Hogs
Bats Goblin Gang Fireball Goblin Hut The Log Mega Knight
Electro Dragon
Mega Knight
The Log
Fireball Goblin Hut Royal Hogs Mega Knight
Mega Knight
Bats Fireball Goblin Hut Royal Hogs Electro Dragon The Log

Defense Synergies 1 8

Bats
The Log Mega Knight
Goblin Gang
Goblin Hut The Log
Fireball
The Log Goblin Hut Mega Knight
Goblin Hut
Goblin Gang Fireball
Royal Hogs
Electro Dragon
The Log
The Log
Fireball Bats Goblin Gang Electro Dragon Mega Knight
Mega Knight
Bats Fireball The Log

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 Goblin Hut Electro Dragon The Log
Bats Goblin Gang Goblin Hut Electro Dragon The Log Mega Knight
Goblin Gang Goblin Hut Mega Knight Bats Electro Dragon
Goblin Hut Bats Goblin Gang Electro Dragon Mega Knight
Fireball The Log Mega Knight
Goblin Gang Fireball The Log Bats Electro Dragon Mega Knight
Bats Goblin Gang Fireball Goblin Hut Electro Dragon
Fireball Electro Dragon The Log Mega Knight
Goblin Gang Goblin Hut
Goblin Gang Mega Knight
Bats Goblin Gang Fireball Goblin Hut Electro Dragon The Log Mega Knight
Bats Goblin Gang Fireball Goblin Hut Electro Dragon
Goblin Hut Mega Knight Bats Goblin Gang Fireball Electro Dragon The Log
Fireball Mega Knight Bats Goblin Gang Goblin Hut Electro Dragon The Log
Goblin Gang Goblin Hut Mega Knight
Goblin Gang Fireball Goblin Hut The Log Mega Knight
Mega Knight Bats Goblin Gang Fireball Goblin Hut Electro Dragon
Fireball Mega Knight Bats Goblin Gang Goblin Hut Electro Dragon The Log
The Log Bats Fireball Goblin Hut Electro Dragon Mega Knight
Goblin Hut
Goblin Gang Mega Knight Bats Fireball Electro Dragon The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Fireball Goblin Hut
Fireball Goblin Gang Electro Dragon The Log Mega Knight
Goblin Gang Mega Knight Bats Goblin Hut Electro Dragon The Log
Goblin Gang Mega Knight Bats Fireball The Log
Goblin Gang Goblin Hut Mega Knight
Fireball Bats Goblin Gang Goblin Hut Electro Dragon
Goblin Gang Bats Fireball Goblin Hut
Mega Knight
Electro Dragon Mega Knight Bats Fireball Goblin Hut The Log
Goblin Gang Goblin Hut
Mega Knight Bats Goblin Hut Electro Dragon
Mega Knight Fireball The Log
Mega Knight Goblin Gang Fireball
Fireball Electro Dragon Mega Knight
Goblin Gang Goblin Hut Electro Dragon Bats Fireball The Log
Bats Mega Knight Fireball Goblin Hut Electro Dragon The Log

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 Electro Dragon The Log
Fireball Electro Dragon The Log
Fireball Goblin Hut Electro Dragon The Log
Fireball The Log
Fireball The Log Mega Knight
Fireball Bats Electro Dragon
The Log
Fireball The Log Electro Dragon
Fireball The Log Electro Dragon
Bats Goblin Gang Fireball Electro Dragon
Fireball Electro Dragon The Log
Fireball Electro Dragon
Fireball Goblin Hut The Log
Fireball Electro Dragon
Fireball Goblin Hut The Log
Fireball Goblin Hut Electro Dragon The Log
Fireball Goblin Hut Electro Dragon The Log Mega Knight
Fireball
Bats
Fireball Electro Dragon The Log Mega Knight
Fireball Electro Dragon The Log Mega Knight
Fireball The Log Mega Knight
Fireball
The Log
Fireball Electro Dragon The Log
The Log Fireball Electro Dragon Mega Knight
Fireball The Log Electro Dragon
Fireball Electro Dragon The Log Mega Knight
Fireball The Log
Bats Fireball Electro Dragon
Electro Dragon Bats Fireball Goblin Hut
Fireball
Fireball Electro Dragon The Log Mega Knight
Fireball Electro Dragon
Mega Knight
Fireball The Log
Bats Goblin Gang Fireball Goblin Hut Electro Dragon
Fireball Electro Dragon
The Log Fireball
Fireball Goblin Gang Electro Dragon Mega Knight
The Log Fireball Electro Dragon
Fireball
Electro Dragon Mega Knight
Electro Dragon Bats Goblin Gang Fireball The Log
Bats Fireball Electro Dragon
Electro Dragon Fireball The Log Mega Knight

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