My Best Clash Royale Deck

Deck Check Rating

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

2 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Goblin Gang Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

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

Bomber Bats Archers Golem Mega Knight

Offensive cards

Win conditions

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

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 Mega Knight

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 Golem 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.

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
Bomber Bats Archers Goblin Gang
Giant Snowball
Bomber Bats Archers Goblin Gang
Zap
Bomber Bats Archers Goblin Gang Inferno Tower
Barbarian Barrel
Bomber Archers Goblin Gang Inferno Tower
The Log
Bomber Archers Goblin Gang
Earthquake
Bomber Archers Goblin Gang Inferno Tower
Arrows
Bomber Bats Archers Goblin Gang
Royal Delivery
Bomber Bats Archers Goblin Gang
Fireball
Bomber Archers Goblin Gang Inferno Tower
Poison
Bomber Bats Archers Goblin Gang Inferno Tower
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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 Inferno Tower Golem Mega Knight

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.

Bomber Bats The Log Archers Goblin Gang Inferno Tower Mega Knight Golem

Shortest cycle

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

9 Bomber Bats The Log Archers

Attack Synergies 2 8

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.

Bomber
Golem Bats Mega Knight
Bats
Mega Knight Bomber Golem
Archers
Golem Mega Knight
Goblin Gang
Golem
Inferno Tower
Golem
Bomber Bats Archers Goblin Gang The Log
The Log
Golem Mega Knight
Mega Knight
Bats Bomber Archers The Log

Defense Synergies 2 12

Bomber
Bats The Log
Bats
Bomber Inferno Tower The Log Mega Knight
Archers
Goblin Gang Inferno Tower The Log Mega Knight
Goblin Gang
Inferno Tower Archers The Log
Inferno Tower
Goblin Gang The Log Bats Archers Mega Knight
Golem
The Log
Inferno Tower Bomber Bats Archers Goblin Gang Mega Knight
Mega Knight
Bats Archers Inferno Tower 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.

Bomber Inferno Tower The Log
Inferno Tower Bomber Bats Goblin Gang The Log Mega Knight
Goblin Gang Inferno Tower Mega Knight Bomber Bats Archers
Inferno Tower Bomber Bats Goblin Gang Mega Knight
Bomber The Log Mega Knight
Goblin Gang The Log Bomber Bats Archers Mega Knight
Bats Inferno Tower Archers Goblin Gang
Inferno Tower The Log Mega Knight
Inferno Tower Goblin Gang
Goblin Gang Bomber Archers Inferno Tower Mega Knight
Bats Archers Goblin Gang Bomber The Log Mega Knight
Inferno Tower Bats Archers Goblin Gang
Inferno Tower Mega Knight Bomber Bats Goblin Gang The Log
Bomber Mega Knight Bats Goblin Gang The Log
Inferno Tower Goblin Gang Mega Knight
Inferno Tower Goblin Gang The Log Mega Knight
Mega Knight Bomber Bats Goblin Gang Inferno Tower
Mega Knight Bomber Bats Archers Goblin Gang The Log
The Log Bomber Bats Archers Mega Knight
Inferno Tower
Bomber Goblin Gang Mega Knight Bats Archers The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Archers Inferno Tower
Bomber Archers Goblin Gang The Log Mega Knight
Goblin Gang Mega Knight Bats Inferno Tower The Log
Goblin Gang Mega Knight Bats Inferno Tower The Log
Inferno Tower Goblin Gang Mega Knight
Bats Archers Goblin Gang
Goblin Gang Bats Archers Inferno Tower
Inferno Tower Mega Knight
Mega Knight Bats Inferno Tower The Log
Inferno Tower Goblin Gang
Mega Knight Bats Inferno Tower
Mega Knight The Log
Mega Knight Goblin Gang Inferno Tower
Bomber Archers Mega Knight
Goblin Gang Inferno Tower Bomber Bats Archers The Log
Bats Mega Knight Bomber Archers Inferno Tower 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.)

The Log
The Log
The Log
The Log
Bomber The Log Mega Knight
Bats
Bomber Archers The Log
The Log
The Log
Bats Goblin Gang
The Log
Archers
The Log
The Log
Bomber The Log
The Log Mega Knight
Bomber Bats
Bomber Archers The Log Mega Knight
Bomber The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Bomber Mega Knight
The Log
The Log Mega Knight
The Log
Bats Archers
Bats
Bomber The Log Mega Knight
Mega Knight
The Log
Bats Archers Goblin Gang
Archers
The Log
Goblin Gang Mega Knight
The Log Bomber
Mega Knight
Bats Goblin Gang The Log
Bats
The Log Mega Knight

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