My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Minions Goblin Gang Three Musketeers

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 Battle Ram Three Musketeers Golem

Offensive cards

Win conditions

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

Battle Ram Three Musketeers Golem

Damage spells

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

The Log

Punishments

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

Goblin Gang Battle Ram

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.

Knight Goblin Gang Battle Ram Golem

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.

Golem

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 Minions Goblin Gang Battle Ram Three Musketeers
Giant Snowball
Bats Minions Goblin Gang Battle Ram Three Musketeers
Zap
Bats Minions Goblin Gang Battle Ram Three Musketeers
Barbarian Barrel
Knight Goblin Gang Battle Ram Three Musketeers
The Log
Goblin Gang Battle Ram Three Musketeers
Earthquake
Goblin Gang
Arrows
Bats Minions Goblin Gang
Royal Delivery
Bats Knight Minions Goblin Gang Battle Ram Three Musketeers
Fireball
Minions Goblin Gang Battle Ram Three Musketeers
Poison
Bats Minions Goblin Gang Three Musketeers
Lightning
Knight Battle Ram Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 Knight Battle Ram Golem

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.

Minions Goblin Gang Three Musketeers

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 The Log Knight Minions Goblin Gang Battle Ram Golem Three Musketeers

Shortest cycle

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

10 Bats The Log Knight Minions

Attack Synergies 6 12

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 Minions Battle Ram Golem
Knight
Bats Minions Goblin Gang Battle Ram Three Musketeers The Log
Minions
Knight Bats Battle Ram Golem
Goblin Gang
Knight Battle Ram Three Musketeers Golem
Battle Ram
Knight The Log Bats Minions Goblin Gang Three Musketeers
Three Musketeers
Knight Goblin Gang Battle Ram The Log
Golem
Bats Minions Goblin Gang The Log
The Log
Battle Ram Knight Three Musketeers Golem

Defense Synergies 3 7

Bats
Knight Minions The Log
Knight
Bats Minions Goblin Gang Three Musketeers The Log
Minions
Knight Bats The Log
Goblin Gang
Knight The Log
Battle Ram
Three Musketeers
Knight The Log
Golem
The Log
Bats Knight Minions Goblin Gang Three Musketeers

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.

Knight Minions The Log
Bats Knight Minions Goblin Gang Three Musketeers The Log
Goblin Gang Three Musketeers Bats Knight Minions
Three Musketeers Bats Knight Minions Goblin Gang
The Log
Goblin Gang The Log Bats Minions
Bats Minions Three Musketeers Goblin Gang
The Log
Three Musketeers Minions Goblin Gang
Knight Goblin Gang
Bats Minions Goblin Gang Knight The Log
Minions Three Musketeers Bats Goblin Gang
Bats Knight Minions Goblin Gang Three Musketeers The Log
Three Musketeers Bats Minions Goblin Gang The Log
Knight Goblin Gang Three Musketeers
Goblin Gang Three Musketeers The Log
Three Musketeers Bats Knight Minions Goblin Gang
Bats Knight Minions Goblin Gang Three Musketeers The Log
The Log Bats Knight Minions
Three Musketeers
Goblin Gang Bats Knight Minions The Log

Counters to secondary win conditions

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

Knight Goblin Gang
Knight Goblin Gang The Log
Goblin Gang Bats Knight Minions The Log
Goblin Gang Bats Knight The Log
Knight Goblin Gang Three Musketeers
Bats Minions Goblin Gang Three Musketeers
Goblin Gang Bats Knight Minions
Knight
Bats Knight Minions The Log
Goblin Gang Three Musketeers
Bats Knight Minions
The Log
Knight Goblin Gang Three Musketeers
Three Musketeers
Goblin Gang Bats Knight Minions Three Musketeers The Log
Bats Minions 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.)

Knight The Log
The Log
The Log
Knight The Log
The Log
Bats Minions
The Log
The Log
The Log
Bats Minions Goblin Gang Three Musketeers
Knight The Log
Knight Three Musketeers The Log
Minions
The Log
Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Bats Minions
Three Musketeers The Log
The Log
Minions The Log
The Log
The Log
The Log
The Log
The Log
The Log
Bats
Bats Minions
The Log
The Log
Bats Minions Goblin Gang
Three Musketeers
The Log
Knight Goblin Gang Three Musketeers
The Log
Three Musketeers
Bats Minions Goblin Gang The Log
Bats
The Log

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