My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Goblin Gang

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 Archers Knight Giant Skeleton

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

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 Hog Rider Giant Skeleton

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 Giant Skeleton

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 Archers Goblin Gang Hog Rider Giant Skeleton
Giant Snowball
Bats Archers Goblin Gang Hog Rider
Zap
Bats Archers Goblin Gang
Barbarian Barrel
Archers Knight Goblin Gang Giant Skeleton
The Log
Archers Goblin Gang Hog Rider Giant Skeleton
Earthquake
Archers Goblin Gang Hog Rider
Arrows
Bats Archers Goblin Gang
Royal Delivery
Bats Archers Knight Goblin Gang Hog Rider Giant Skeleton
Fireball
Archers Goblin Gang Hog Rider
Poison
Bats Archers Goblin Gang
Lightning
Knight
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Tornado 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 Tornado Giant Skeleton

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.

Bats The Log Archers Knight Goblin Gang Tornado Hog Rider Giant Skeleton

Shortest cycle

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

10 Bats The Log Archers Knight

Attack Synergies 8 9

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 Hog Rider Giant Skeleton
Archers
Knight Hog Rider Giant Skeleton
Knight
Bats Archers Goblin Gang Hog Rider The Log
Goblin Gang
Knight Hog Rider Giant Skeleton
Hog Rider
Bats Knight Goblin Gang The Log Archers Tornado Giant Skeleton
Tornado
Hog Rider Giant Skeleton The Log
Giant Skeleton
Bats Archers Goblin Gang Hog Rider Tornado The Log
The Log
Hog Rider Knight Tornado Giant Skeleton

Defense Synergies 3 13

Bats
Knight Giant Skeleton The Log
Archers
Knight Goblin Gang Tornado Giant Skeleton The Log
Knight
Bats Archers Goblin Gang Tornado The Log
Goblin Gang
Knight Archers Giant Skeleton The Log
Hog Rider
Tornado
Archers Knight Giant Skeleton The Log
Giant Skeleton
Bats Archers Goblin Gang Tornado The Log
The Log
Bats Archers Knight Goblin Gang Tornado Giant Skeleton

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 The Log
Bats Knight Goblin Gang The Log
Goblin Gang Tornado Bats Archers Knight Giant Skeleton
Bats Knight Goblin Gang
Tornado Giant Skeleton The Log
Goblin Gang Tornado The Log Bats Archers
Bats Tornado Archers Goblin Gang
Giant Skeleton The Log
Goblin Gang Tornado
Knight Goblin Gang Tornado Archers Giant Skeleton
Bats Archers Goblin Gang Knight Tornado Giant Skeleton The Log
Bats Archers Goblin Gang Tornado
Bats Knight Goblin Gang Giant Skeleton The Log
Bats Goblin Gang Tornado The Log
Knight Goblin Gang
Tornado Goblin Gang The Log
Bats Knight Goblin Gang Tornado
Bats Archers Knight Goblin Gang Tornado The Log
Tornado The Log Bats Archers Knight Giant Skeleton
Tornado
Goblin Gang Bats Archers Knight Giant Skeleton The Log

Counters to secondary win conditions

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

Knight Goblin Gang Archers Giant Skeleton
Archers Knight Goblin Gang The Log
Goblin Gang Giant Skeleton Bats Knight The Log
Goblin Gang Giant Skeleton Bats Knight Tornado The Log
Giant Skeleton Knight Goblin Gang
Bats Archers Goblin Gang Tornado
Goblin Gang Bats Archers Knight Giant Skeleton
Giant Skeleton Knight
Giant Skeleton Bats Knight Tornado The Log
Goblin Gang
Bats Knight Giant Skeleton
Tornado Giant Skeleton The Log
Giant Skeleton Knight Goblin Gang
Archers
Goblin Gang Bats Archers Knight Tornado Giant Skeleton The Log
Bats Archers Giant Skeleton 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 Giant Skeleton The Log
Tornado The Log
Giant Skeleton The Log
Knight Giant Skeleton The Log
The Log
Bats Tornado
Archers Tornado The Log
The Log Tornado
The Log Tornado
Bats Goblin Gang Tornado
Knight Tornado The Log
Archers Tornado
Knight The Log
The Log
The Log
The Log
Tornado
Bats
Archers The Log
Tornado The Log
Giant Skeleton The Log
Tornado
Tornado The Log
The Log
Tornado The Log
The Log Tornado
Tornado The Log
Tornado The Log
Bats Archers Tornado
Bats
The Log
Giant Skeleton
The Log
Bats Archers Goblin Gang
Archers Tornado
The Log
Knight Goblin Gang
The Log
Tornado Giant Skeleton
Bats Goblin Gang Tornado Giant Skeleton The Log
Bats Tornado
Tornado Giant Skeleton The Log

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