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!

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 Firecracker 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 Firecracker Electro Dragon Boss Bandit

Offensive cards

Win conditions

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

Hog Rider

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 Hog Rider

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 Hog Rider Boss Bandit

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.

Firecracker Hog Rider Electro Dragon Boss Bandit

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 Hog Rider
Giant Snowball
Bats Goblin Gang Hog Rider Electro Dragon
Zap
Bats Goblin Gang Firecracker
Barbarian Barrel
Goblin Gang Firecracker
The Log
Goblin Gang Firecracker Hog Rider
Earthquake
Goblin Gang Firecracker Hog Rider
Arrows
Bats Goblin Gang Firecracker
Royal Delivery
Bats Goblin Gang Firecracker Hog Rider Electro Dragon Boss Bandit
Fireball
Goblin Gang Firecracker Hog Rider Electro Dragon Boss Bandit
Poison
Bats Goblin Gang Firecracker Electro Dragon Boss Bandit
Lightning
Electro Dragon Boss Bandit
Rocket
Hog Rider Electro Dragon Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Electro Dragon 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 Boss Bandit

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

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 Firecracker Hog Rider Electro Dragon Boss Bandit

Shortest cycle

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

9 Bats Zap The Log Goblin Gang

Attack Synergies 6 5

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
Hog Rider Zap Firecracker
Zap
Firecracker Hog Rider Bats Electro Dragon The Log
Goblin Gang
Hog Rider Firecracker
Firecracker
Zap Hog Rider Bats Goblin Gang
Hog Rider
Bats Zap Goblin Gang Firecracker The Log
Electro Dragon
Zap
The Log
Hog Rider Zap
Boss Bandit

Defense Synergies 1 11

Bats
Zap Firecracker The Log
Zap
Bats Goblin Gang Firecracker Electro Dragon The Log
Goblin Gang
Zap Firecracker The Log
Firecracker
The Log Bats Zap Goblin Gang Electro Dragon
Hog Rider
Electro Dragon
Zap Firecracker The Log
The Log
Firecracker Bats Zap Goblin Gang Electro Dragon
Boss Bandit

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 Firecracker Electro Dragon The Log
Bats Zap Goblin Gang Firecracker Electro Dragon The Log
Goblin Gang Bats Electro Dragon
Bats Goblin Gang Firecracker Electro Dragon
Firecracker The Log
Goblin Gang The Log Bats Zap Firecracker Electro Dragon
Bats Zap Goblin Gang Firecracker Electro Dragon
Zap Electro Dragon The Log
Goblin Gang
Goblin Gang Firecracker
Bats Goblin Gang Zap Firecracker Electro Dragon The Log
Bats Zap Goblin Gang Firecracker Electro Dragon
Bats Zap Goblin Gang Electro Dragon The Log
Bats Zap Goblin Gang Firecracker Electro Dragon The Log
Goblin Gang
Zap Goblin Gang The Log
Bats Goblin Gang Firecracker Electro Dragon
Bats Zap Goblin Gang Firecracker Electro Dragon The Log
Zap The Log Bats Firecracker Electro Dragon
Goblin Gang Bats Firecracker Electro Dragon The Log

Counters to secondary win conditions

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

Goblin Gang Zap
Zap Goblin Gang Firecracker Electro Dragon The Log
Goblin Gang Bats Zap Electro Dragon The Log
Goblin Gang Bats Zap The Log
Goblin Gang
Firecracker Bats Zap Goblin Gang Electro Dragon
Goblin Gang Bats
Zap Electro Dragon Bats Firecracker The Log
Goblin Gang
Bats Electro Dragon
Zap The Log
Goblin Gang
Firecracker Electro Dragon
Goblin Gang Electro Dragon Bats Zap Firecracker The Log
Bats Zap Firecracker Electro Dragon The Log
Zap

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.)

Firecracker Electro Dragon The Log
Firecracker Zap Electro Dragon The Log
Electro Dragon The Log
Firecracker The Log
Zap Firecracker The Log
Firecracker Bats Zap Electro Dragon
Firecracker The Log
The Log Zap Firecracker Electro Dragon
The Log Zap Firecracker Electro Dragon
Bats Goblin Gang Electro Dragon
Firecracker Zap Electro Dragon The Log
Zap Firecracker Electro Dragon
Firecracker The Log
Firecracker Electro Dragon
Zap Firecracker The Log
Zap Firecracker Electro Dragon The Log
Firecracker Electro Dragon The Log
Bats
Zap Firecracker Electro Dragon The Log
Zap Firecracker Electro Dragon The Log
The Log
The Log
Zap Electro Dragon The Log
Zap Firecracker The Log Electro Dragon
Firecracker The Log Zap Electro Dragon
Zap Electro Dragon The Log
Zap Firecracker The Log
Bats Zap Firecracker Electro Dragon
Zap Electro Dragon Bats Firecracker
Zap Electro Dragon The Log
Zap Firecracker Electro Dragon
Firecracker The Log
Zap Bats Goblin Gang Electro Dragon
Zap Firecracker Electro Dragon
The Log
Goblin Gang Firecracker Electro Dragon
The Log Zap Firecracker Electro Dragon
Zap
Firecracker Electro Dragon
Zap Electro Dragon Bats Goblin Gang Firecracker The Log
Firecracker Bats Zap Electro Dragon
Electro Dragon Zap Firecracker The Log
Firecracker Electro Dragon

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