My Best Clash Royale Deck

Deck Check Rating

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

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 Ice Golem Baby Dragon Ram Rider

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 Ice Golem Baby Dragon Lumberjack Ram Rider

Offensive cards

Win conditions

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

Ram 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 Lumberjack Ram 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 Ice Golem Baby Dragon Lumberjack Ram Rider

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.

Lumberjack Ram Rider

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 Ram Rider
Giant Snowball
Bats Goblin Gang Baby Dragon Lumberjack Ram Rider
Zap
Bats Goblin Gang Ram Rider
Barbarian Barrel
Goblin Gang Lumberjack
The Log
Goblin Gang Lumberjack Ram Rider
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Baby Dragon Lumberjack Ram Rider
Fireball
Goblin Gang Baby Dragon Lumberjack Ram Rider
Poison
Bats Goblin Gang
Lightning
Ice Golem Baby Dragon Lumberjack Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem Baby Dragon The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Ice Golem Baby Dragon

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 Ice Golem

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 Zap Ice Golem The Log Goblin Gang Baby Dragon Lumberjack Ram Rider

Shortest cycle

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

8 Bats Zap Ice Golem The Log

Attack Synergies 4 16

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
Ice Golem Zap Baby Dragon Lumberjack Ram Rider
Zap
Ram Rider Bats Ice Golem Baby Dragon The Log Lumberjack
Goblin Gang
Ice Golem Baby Dragon
Ice Golem
Bats Goblin Gang Lumberjack Zap Baby Dragon Ram Rider
Baby Dragon
Bats Zap Goblin Gang Ice Golem Lumberjack Ram Rider
The Log
Zap Lumberjack Ram Rider
Lumberjack
Ice Golem Bats Zap Baby Dragon The Log Ram Rider
Ram Rider
Zap Bats Ice Golem Baby Dragon The Log Lumberjack

Defense Synergies 0 22

Bats
Zap Ice Golem Baby Dragon The Log Lumberjack
Zap
Bats Goblin Gang Ice Golem Baby Dragon The Log Lumberjack Ram Rider
Goblin Gang
Zap Ice Golem The Log Lumberjack
Ice Golem
Bats Zap Goblin Gang Baby Dragon The Log Lumberjack
Baby Dragon
Bats Zap Ice Golem The Log Lumberjack
The Log
Bats Zap Goblin Gang Ice Golem Baby Dragon Lumberjack Ram Rider
Lumberjack
Bats Zap Goblin Gang Ice Golem Baby Dragon The Log Ram Rider
Ram Rider
Zap The Log Lumberjack

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 Ice Golem Baby Dragon The Log Ram Rider
Lumberjack Bats Zap Goblin Gang The Log Ram Rider
Goblin Gang Lumberjack Ram Rider Bats
Lumberjack Bats Goblin Gang Ram Rider
The Log Lumberjack
Goblin Gang The Log Bats Zap Baby Dragon Lumberjack
Bats Ram Rider Zap Goblin Gang Baby Dragon
Zap Ice Golem Baby Dragon The Log Ram Rider
Goblin Gang Lumberjack
Goblin Gang Ice Golem Lumberjack
Bats Goblin Gang Zap Ice Golem Baby Dragon The Log Lumberjack Ram Rider
Bats Zap Goblin Gang Baby Dragon Ram Rider
Lumberjack Bats Zap Goblin Gang The Log Ram Rider
Bats Zap Goblin Gang Baby Dragon The Log Lumberjack
Goblin Gang Lumberjack Ram Rider
Zap Goblin Gang The Log Lumberjack Ram Rider
Bats Goblin Gang Lumberjack
Bats Zap Goblin Gang Baby Dragon The Log Lumberjack Ram Rider
Zap Baby Dragon The Log Bats Ice Golem Lumberjack Ram Rider
Lumberjack Ram Rider
Goblin Gang Bats Baby Dragon 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 Ice Golem
Zap Goblin Gang Ice Golem Baby Dragon The Log Lumberjack
Goblin Gang Lumberjack Bats Zap Ice Golem The Log Ram Rider
Goblin Gang Lumberjack Bats Zap Ice Golem The Log Ram Rider
Goblin Gang Lumberjack Ram Rider
Bats Zap Goblin Gang Ice Golem Baby Dragon Ram Rider
Goblin Gang Bats Ice Golem Lumberjack Ram Rider
Lumberjack
Zap Bats Ice Golem Baby Dragon The Log
Goblin Gang
Bats Lumberjack
Zap The Log
Goblin Gang Ice Golem Lumberjack Ram Rider
Baby Dragon
Goblin Gang Bats Zap Ice Golem Baby Dragon The Log Lumberjack
Bats Zap Ice Golem Baby Dragon 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.)

Ice Golem Baby Dragon The Log
Zap Baby Dragon The Log Ram Rider
Baby Dragon The Log
Ice Golem The Log
Zap Baby Dragon The Log
Bats Zap Ice Golem Baby Dragon Ram Rider
Baby Dragon The Log
The Log Zap Ice Golem Baby Dragon Ram Rider
The Log Zap Ram Rider
Bats Goblin Gang Lumberjack
Zap The Log Ram Rider
Zap Baby Dragon
Ice Golem Baby Dragon The Log
Baby Dragon
Zap Ice Golem Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
Bats
Zap Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
The Log
Zap Baby Dragon The Log
Zap Ice Golem The Log Baby Dragon
The Log Zap Baby Dragon Ram Rider
Zap Baby Dragon The Log Ram Rider
Zap Baby Dragon The Log
Bats Zap Ice Golem Baby Dragon
Zap Bats
Zap The Log
Zap
The Log
Zap Bats Goblin Gang
Zap Baby Dragon Ram Rider
The Log
Goblin Gang Baby Dragon Lumberjack
The Log Zap Ice Golem Baby Dragon
Zap
Zap Bats Goblin Gang Baby Dragon The Log
Bats Zap
Zap Baby Dragon The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: