My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 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 Three Musketeers Dark Prince Bandit

Offensive cards

Win conditions

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

Three Musketeers Miner

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 Dark Prince Miner Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Dark Prince 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.

Dark Prince Miner 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 Three Musketeers Dark Prince Miner Bandit
Giant Snowball
Bats Goblin Gang Three Musketeers Miner
Zap
Bats Goblin Gang Three Musketeers Dark Prince Bandit
Barbarian Barrel
Goblin Gang Three Musketeers Dark Prince Bandit
The Log
Goblin Gang Three Musketeers Dark Prince Bandit
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Three Musketeers Dark Prince Miner Bandit
Fireball
Goblin Gang Three Musketeers Bandit
Poison
Bats Goblin Gang Three Musketeers
Lightning
Three Musketeers Dark Prince Bandit
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Dark Prince 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 Dark Prince Miner

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 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.

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 Miner Bandit Fireball Dark Prince Three Musketeers

Shortest cycle

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

10 Bats The Log Goblin Gang Miner

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
Miner Dark Prince Bandit
Goblin Gang
Miner Three Musketeers Dark Prince Bandit
Fireball
Dark Prince The Log Miner
Three Musketeers
Goblin Gang Dark Prince The Log Miner Bandit
Dark Prince
Bats Goblin Gang Fireball Three Musketeers Miner Bandit
The Log
Fireball Three Musketeers Miner Bandit
Miner
Bats Goblin Gang Fireball Three Musketeers Dark Prince The Log Bandit
Bandit
Bats Goblin Gang Three Musketeers Dark Prince The Log Miner

Defense Synergies 1 16

Bats
Dark Prince The Log Bandit
Goblin Gang
Dark Prince The Log Miner Bandit
Fireball
The Log Dark Prince Miner Bandit
Three Musketeers
The Log Bandit
Dark Prince
Bats Goblin Gang Fireball The Log Bandit
The Log
Fireball Bats Goblin Gang Three Musketeers Dark Prince Miner Bandit
Miner
Goblin Gang Fireball The Log
Bandit
Bats Goblin Gang Fireball Three Musketeers Dark Prince 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 The Log
Bats Goblin Gang Three Musketeers Dark Prince The Log Bandit
Goblin Gang Three Musketeers Bats Dark Prince Bandit
Three Musketeers Bats Goblin Gang Dark Prince Bandit
Fireball Dark Prince The Log
Goblin Gang Fireball The Log Bats Dark Prince Bandit
Bats Three Musketeers Goblin Gang Fireball
Fireball The Log Bandit
Three Musketeers Goblin Gang
Goblin Gang Dark Prince Miner Bandit
Bats Goblin Gang Fireball Dark Prince The Log Bandit
Three Musketeers Bats Goblin Gang Fireball
Bats Goblin Gang Fireball Three Musketeers Dark Prince The Log Bandit
Fireball Three Musketeers Bats Goblin Gang Dark Prince The Log
Goblin Gang Three Musketeers Bandit
Goblin Gang Fireball Three Musketeers The Log Bandit
Three Musketeers Bats Goblin Gang Fireball Dark Prince
Fireball Bats Goblin Gang Three Musketeers Dark Prince The Log Bandit
The Log Bats Fireball Dark Prince Bandit
Three Musketeers
Goblin Gang Dark Prince Bats Fireball The Log Bandit

Counters to secondary win conditions

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

Goblin Gang Fireball Dark Prince Bandit
Fireball Bandit Goblin Gang The Log Miner
Goblin Gang Bandit Bats Dark Prince The Log
Goblin Gang Dark Prince Bats Fireball The Log Bandit
Goblin Gang Three Musketeers Dark Prince Bandit
Fireball Bats Goblin Gang Three Musketeers
Goblin Gang Dark Prince Bats Fireball Bandit
Dark Prince
Bats Fireball Dark Prince The Log Bandit
Goblin Gang Three Musketeers
Bats Dark Prince
Fireball Dark Prince The Log
Dark Prince Goblin Gang Fireball Three Musketeers Bandit
Fireball Three Musketeers
Goblin Gang Bats Fireball Three Musketeers Dark Prince The Log
Bats Fireball Dark Prince 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 The Log Bandit
Fireball The Log Miner Bandit
Fireball The Log Miner Bandit
Fireball Dark Prince The Log
Fireball Dark Prince The Log
Fireball Bats
The Log
Fireball The Log
Fireball The Log Miner Bandit
Bats Goblin Gang Fireball Three Musketeers
Miner Fireball Dark Prince The Log Bandit
Fireball
Fireball Three Musketeers The Log Miner Bandit
Fireball Bandit
Fireball The Log
Fireball Three Musketeers The Log Bandit
Fireball Three Musketeers The Log Bandit
Fireball Three Musketeers
Bats
Fireball Three Musketeers Dark Prince The Log Bandit
Fireball The Log Miner
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball Dark Prince
Fireball The Log Miner Bandit
Fireball The Log Miner Bandit
Fireball Miner The Log Bandit
Bats Fireball
Bats Fireball
Fireball
Fireball The Log Miner Bandit
Fireball
Fireball The Log
Bats Goblin Gang Fireball Dark Prince Bandit
Fireball Three Musketeers
The Log Fireball
Fireball Miner Goblin Gang Three Musketeers Dark Prince
The Log Fireball
Fireball
Three Musketeers Dark Prince
Bats Goblin Gang Fireball The Log
Bats Fireball
Fireball Dark Prince The Log Miner Bandit

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