My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Wizard Baby 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 Wizard Baby Dragon Mega Knight

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.

Tornado 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 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 Hog Rider Baby Dragon 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.

Hog 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 Hog Rider
Giant Snowball
Bats Goblin Gang Hog Rider Baby Dragon
Zap
Bats Goblin Gang
Barbarian Barrel
Goblin Gang Wizard
The Log
Goblin Gang Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Hog Rider Wizard Baby Dragon
Fireball
Goblin Gang Hog Rider Wizard Baby Dragon
Poison
Bats Goblin Gang Wizard
Lightning
Wizard Baby Dragon
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado Baby Dragon 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 Tornado Baby Dragon 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 Wizard

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 Tornado Hog Rider Baby Dragon Wizard Mega Knight

Shortest cycle

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

10 Bats The Log Goblin Gang Tornado

Attack Synergies 6 11

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 Mega Knight Baby Dragon
Goblin Gang
Hog Rider Baby Dragon
Hog Rider
Bats Goblin Gang The Log Wizard Tornado Baby Dragon Mega Knight
Wizard
Tornado Hog Rider Mega Knight
Tornado
Wizard Baby Dragon Hog Rider The Log Mega Knight
Baby Dragon
Tornado Bats Goblin Gang Hog Rider Mega Knight
The Log
Hog Rider Tornado Mega Knight
Mega Knight
Bats Hog Rider Wizard Tornado Baby Dragon The Log

Defense Synergies 1 12

Bats
Baby Dragon The Log Mega Knight
Goblin Gang
The Log
Hog Rider
Wizard
Tornado The Log Mega Knight
Tornado
Wizard Baby Dragon The Log Mega Knight
Baby Dragon
Bats Tornado The Log Mega Knight
The Log
Bats Goblin Gang Wizard Tornado Baby Dragon Mega Knight
Mega Knight
Bats Wizard Tornado Baby Dragon 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.

Wizard Baby Dragon The Log
Bats Goblin Gang The Log Mega Knight
Goblin Gang Tornado Mega Knight Bats
Bats Goblin Gang Mega Knight
Tornado The Log Mega Knight
Goblin Gang Tornado The Log Bats Baby Dragon Mega Knight
Bats Tornado Goblin Gang Wizard Baby Dragon
Baby Dragon The Log Mega Knight
Goblin Gang Tornado
Goblin Gang Tornado Mega Knight
Bats Goblin Gang Wizard Tornado Baby Dragon The Log Mega Knight
Bats Goblin Gang Wizard Tornado Baby Dragon
Mega Knight Bats Goblin Gang Wizard The Log
Wizard Mega Knight Bats Goblin Gang Tornado Baby Dragon The Log
Goblin Gang Mega Knight
Tornado Goblin Gang The Log Mega Knight
Wizard Mega Knight Bats Goblin Gang Tornado
Mega Knight Bats Goblin Gang Wizard Tornado Baby Dragon The Log
Wizard Tornado Baby Dragon The Log Bats Mega Knight
Tornado
Goblin Gang Wizard Mega Knight Bats Baby Dragon The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight
Goblin Gang Wizard Baby Dragon The Log Mega Knight
Goblin Gang Mega Knight Bats The Log
Goblin Gang Mega Knight Bats Tornado The Log
Goblin Gang Mega Knight
Wizard Bats Goblin Gang Tornado Baby Dragon
Goblin Gang Bats
Mega Knight
Mega Knight Bats Tornado Baby Dragon The Log
Goblin Gang
Mega Knight Bats
Mega Knight Tornado The Log
Mega Knight Goblin Gang Wizard
Wizard Baby Dragon Mega Knight
Goblin Gang Bats Tornado Baby Dragon The Log
Bats Mega Knight Wizard 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.)

Baby Dragon The Log
Tornado Baby Dragon The Log
Baby Dragon The Log
The Log
Wizard Baby Dragon The Log Mega Knight
Wizard Bats Tornado Baby Dragon
Wizard Tornado Baby Dragon The Log
The Log Wizard Tornado Baby Dragon
The Log Wizard Tornado
Bats Goblin Gang Tornado
Wizard Tornado The Log
Wizard Tornado Baby Dragon
Baby Dragon The Log
Baby Dragon
Baby Dragon The Log
Wizard Baby Dragon The Log
Wizard Baby Dragon The Log Mega Knight
Tornado
Bats
Wizard Baby Dragon The Log Mega Knight
Wizard Tornado Baby Dragon The Log Mega Knight
Baby Dragon The Log Mega Knight
Wizard Tornado
Tornado The Log
Baby Dragon The Log
Tornado The Log Wizard Baby Dragon Mega Knight
The Log Wizard Tornado Baby Dragon
Wizard Tornado Baby Dragon The Log Mega Knight
Tornado Baby Dragon The Log
Bats Wizard Tornado Baby Dragon
Bats Wizard
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Bats Goblin Gang
Wizard Tornado Baby Dragon
The Log
Goblin Gang Wizard Baby Dragon Mega Knight
The Log Wizard Baby Dragon
Tornado
Mega Knight
Bats Goblin Gang Tornado Baby Dragon The Log
Bats Tornado
Tornado Baby Dragon The Log Mega Knight

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