My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Musketeer

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 Royal Giant Musketeer Lumberjack

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap 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 Giant Elite Barbarians Lumberjack

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 Royal Giant Elite Barbarians Lumberjack

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.

Elite Barbarians Lumberjack

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 Giant Elite Barbarians
Giant Snowball
Bats Goblin Gang Musketeer Lumberjack
Zap
Bats Goblin Gang Royal Giant
Barbarian Barrel
Goblin Gang Elite Barbarians Musketeer Lumberjack
The Log
Goblin Gang Royal Giant Elite Barbarians Musketeer Lumberjack
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Elite Barbarians Musketeer Lumberjack
Fireball
Goblin Gang Elite Barbarians Musketeer Lumberjack
Poison
Bats Goblin Gang Musketeer
Lightning
Elite Barbarians Musketeer Lumberjack
Rocket
Elite Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log

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

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.

Royal Giant Elite Barbarians

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 Musketeer

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 The Log Goblin Gang Musketeer Lumberjack Royal Giant Elite Barbarians

Shortest cycle

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

9 Bats Zap The Log Goblin Gang

Attack Synergies 2 17

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
Royal Giant Zap Elite Barbarians Lumberjack
Zap
Elite Barbarians Bats Royal Giant Musketeer The Log Lumberjack
Goblin Gang
Royal Giant
Royal Giant
Bats Zap Goblin Gang Elite Barbarians Musketeer The Log Lumberjack
Elite Barbarians
Zap Bats Royal Giant The Log Lumberjack
Musketeer
Zap Royal Giant The Log Lumberjack
The Log
Zap Royal Giant Elite Barbarians Musketeer Lumberjack
Lumberjack
Bats Zap Royal Giant Elite Barbarians Musketeer The Log

Defense Synergies 3 13

Bats
Zap Musketeer The Log Lumberjack
Zap
Bats Goblin Gang Elite Barbarians Musketeer The Log Lumberjack
Goblin Gang
Musketeer Zap The Log Lumberjack
Royal Giant
Elite Barbarians
Zap The Log
Musketeer
Goblin Gang The Log Lumberjack Bats Zap
The Log
Musketeer Bats Zap Goblin Gang Elite Barbarians Lumberjack
Lumberjack
Musketeer Bats Zap Goblin Gang 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.

Zap Musketeer The Log
Elite Barbarians Lumberjack Bats Zap Goblin Gang Musketeer The Log
Goblin Gang Lumberjack Bats Elite Barbarians Musketeer
Elite Barbarians Lumberjack Bats Goblin Gang Musketeer
Elite Barbarians The Log Lumberjack
Goblin Gang The Log Bats Zap Musketeer Lumberjack
Bats Musketeer Zap Goblin Gang
Zap Musketeer The Log
Goblin Gang Elite Barbarians Musketeer Lumberjack
Goblin Gang Elite Barbarians Musketeer Lumberjack
Bats Goblin Gang Zap Musketeer The Log Lumberjack
Musketeer Bats Zap Goblin Gang
Lumberjack Bats Zap Goblin Gang Elite Barbarians Musketeer The Log
Bats Zap Goblin Gang The Log Lumberjack
Elite Barbarians Goblin Gang Lumberjack
Zap Goblin Gang Elite Barbarians The Log Lumberjack
Bats Goblin Gang Elite Barbarians Musketeer Lumberjack
Bats Zap Goblin Gang Elite Barbarians Musketeer The Log Lumberjack
Zap The Log Bats Musketeer Lumberjack
Elite Barbarians Musketeer Lumberjack
Goblin Gang Bats Elite Barbarians Musketeer The Log Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Zap Elite Barbarians
Zap Goblin Gang Elite Barbarians Musketeer The Log Lumberjack
Goblin Gang Lumberjack Bats Zap Elite Barbarians Musketeer The Log
Goblin Gang Lumberjack Bats Zap Elite Barbarians Musketeer The Log
Goblin Gang Elite Barbarians Musketeer Lumberjack
Bats Zap Goblin Gang Musketeer
Goblin Gang Bats Elite Barbarians Musketeer Lumberjack
Elite Barbarians Lumberjack
Zap Bats Elite Barbarians The Log
Goblin Gang Musketeer
Bats Elite Barbarians Musketeer Lumberjack
Zap Elite Barbarians The Log
Elite Barbarians Goblin Gang Lumberjack
Musketeer
Goblin Gang Elite Barbarians Bats Zap Musketeer The Log Lumberjack
Bats Zap Elite Barbarians Musketeer 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.)

Musketeer The Log
Zap Musketeer The Log
The Log
Musketeer The Log
Zap The Log
Bats Zap Musketeer
Musketeer The Log
The Log Zap
The Log Zap
Bats Goblin Gang Elite Barbarians Musketeer Lumberjack
Zap Musketeer The Log
Zap Musketeer
Elite Barbarians Musketeer The Log
Musketeer
Zap Elite Barbarians Musketeer The Log
Zap Musketeer The Log
Musketeer The Log
Bats
Zap Musketeer The Log
Zap The Log
Musketeer The Log
Musketeer The Log
Zap Musketeer The Log
Zap The Log
The Log Zap Musketeer
Zap Musketeer The Log
Zap Musketeer The Log
Elite Barbarians Bats Zap Musketeer
Zap Bats Musketeer
Elite Barbarians
Zap Musketeer The Log
Zap
The Log
Zap Bats Goblin Gang Musketeer
Zap Musketeer
The Log
Goblin Gang Musketeer Lumberjack
The Log Zap Musketeer
Zap
Elite Barbarians Musketeer
Zap Bats Goblin Gang Elite Barbarians Musketeer The Log
Bats Zap Musketeer
Zap Musketeer The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: