My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Witch

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 Knight Witch Golem

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.

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

Pump responses

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

Fireball

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 Golem

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Knight Skeleton Army Golem

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 Skeleton Army

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 Witch

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 Knight Goblin Gang Skeleton Army Fireball Witch Golem

Shortest cycle

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

10 Bats The Log Knight Goblin Gang

Attack Synergies 3 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.

Bats
Knight Golem
Knight
Bats Goblin Gang Fireball Witch The Log
Goblin Gang
Knight Golem
Fireball
Golem Knight The Log
Skeleton Army
Witch
Knight Golem
Golem
Fireball Bats Goblin Gang Witch The Log
The Log
Knight Fireball Golem

Defense Synergies 3 9

Bats
Knight The Log
Knight
Bats Goblin Gang Fireball Skeleton Army Witch The Log
Goblin Gang
Knight Skeleton Army The Log
Fireball
The Log Knight
Skeleton Army
Knight Goblin Gang The Log
Witch
Knight The Log
Golem
The Log
Fireball Bats Knight Goblin Gang Skeleton Army Witch

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 Fireball The Log
Skeleton Army Bats Knight Goblin Gang Witch The Log
Goblin Gang Skeleton Army Witch Bats Knight
Skeleton Army Witch Bats Knight Goblin Gang
Fireball Skeleton Army The Log
Goblin Gang Fireball Skeleton Army The Log Bats
Bats Goblin Gang Fireball Witch
Fireball The Log
Witch Goblin Gang Skeleton Army
Knight Goblin Gang Skeleton Army
Bats Goblin Gang Skeleton Army Witch Knight Fireball The Log
Bats Goblin Gang Fireball Witch
Skeleton Army Bats Knight Goblin Gang Fireball Witch The Log
Fireball Skeleton Army Bats Goblin Gang Witch The Log
Skeleton Army Knight Goblin Gang
Skeleton Army Goblin Gang Fireball The Log
Bats Knight Goblin Gang Fireball Skeleton Army Witch
Fireball Bats Knight Goblin Gang Skeleton Army Witch The Log
Witch The Log Bats Knight Fireball
Goblin Gang Skeleton Army Bats Knight Fireball Witch The Log

Counters to secondary win conditions

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

Knight Goblin Gang Skeleton Army Fireball Witch
Fireball Knight Goblin Gang The Log
Goblin Gang Skeleton Army Bats Knight Witch The Log
Goblin Gang Skeleton Army Bats Knight Fireball The Log
Knight Goblin Gang Skeleton Army Witch
Fireball Bats Goblin Gang Witch
Goblin Gang Skeleton Army Bats Knight Fireball Witch
Knight Skeleton Army
Bats Knight Fireball Skeleton Army Witch The Log
Witch Goblin Gang Skeleton Army
Bats Knight Witch
Skeleton Army Fireball The Log
Skeleton Army Knight Goblin Gang Fireball Witch
Fireball Skeleton Army Witch
Goblin Gang Skeleton Army Witch Bats Knight Fireball The Log
Bats Fireball Witch 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 Knight The Log
Fireball The Log
Fireball The Log
Knight Fireball The Log
Fireball The Log
Fireball Bats Witch
Witch The Log
Fireball The Log
Fireball The Log
Bats Goblin Gang Fireball
Knight Fireball The Log
Fireball
Knight Fireball The Log
Fireball
Fireball The Log
Fireball Witch The Log
Fireball The Log
Fireball
Bats
Fireball The Log
Fireball Witch The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball Witch
Witch
Fireball The Log Witch
Fireball Witch The Log
Fireball The Log
Bats Fireball Witch
Bats Fireball Witch
Fireball
Fireball The Log
Fireball
Fireball The Log
Bats Goblin Gang Fireball Skeleton Army Witch
Fireball Witch
The Log Fireball
Fireball Knight Goblin Gang
The Log Fireball
Fireball
Bats Goblin Gang Fireball Witch The Log
Bats Fireball Witch
Fireball Witch The Log

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