My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

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 Minion Horde Three Musketeers

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 Battle Ram Three Musketeers

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

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 Battle Ram

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 Minion Horde Battle Ram

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 Minion Horde Battle Ram Three Musketeers
Giant Snowball
Bats Goblin Gang Minion Horde Battle Ram Three Musketeers
Zap
Bats Goblin Gang Minion Horde Battle Ram Three Musketeers
Barbarian Barrel
Knight Goblin Gang Battle Ram Three Musketeers
The Log
Goblin Gang Battle Ram Three Musketeers
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang Minion Horde
Royal Delivery
Bats Knight Goblin Gang Minion Horde Battle Ram Three Musketeers
Fireball
Goblin Gang Minion Horde Battle Ram Three Musketeers
Poison
Bats Goblin Gang Minion Horde Three Musketeers
Lightning
Knight Battle Ram Three Musketeers
Rocket
Minion Horde Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 Battle Ram

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 Minion Horde Three Musketeers

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Bats The Log Knight Goblin Gang Battle Ram Minion Horde Three Musketeers

Shortest cycle

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

7 Mirror Bats The Log Knight

Attack Synergies 6 12

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 Battle Ram
Knight
Bats Goblin Gang Battle Ram Three Musketeers Minion Horde The Log
Goblin Gang
Knight Battle Ram Three Musketeers Mirror
Minion Horde
Knight Battle Ram Mirror
Battle Ram
Knight The Log Bats Goblin Gang Minion Horde Three Musketeers Mirror
Three Musketeers
Knight Goblin Gang Battle Ram Mirror The Log
Mirror
The Log Goblin Gang Minion Horde Battle Ram Three Musketeers
The Log
Battle Ram Mirror Knight Three Musketeers

Defense Synergies 3 9

Bats
Knight The Log
Knight
Bats Goblin Gang Minion Horde Three Musketeers The Log
Goblin Gang
Knight Mirror The Log
Minion Horde
Mirror Knight The Log
Battle Ram
Three Musketeers
Knight The Log
Mirror
Minion Horde Goblin Gang The Log
The Log
Bats Knight Goblin Gang Minion Horde Three Musketeers Mirror

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 Minion Horde The Log
Minion Horde Bats Knight Goblin Gang Three Musketeers The Log
Goblin Gang Minion Horde Three Musketeers Bats Knight
Minion Horde Three Musketeers Bats Knight Goblin Gang
The Log
Goblin Gang The Log Bats
Bats Minion Horde Three Musketeers Goblin Gang
The Log
Minion Horde Three Musketeers Goblin Gang
Knight Goblin Gang Minion Horde
Bats Goblin Gang Minion Horde Knight The Log
Minion Horde Three Musketeers Bats Goblin Gang
Minion Horde Bats Knight Goblin Gang Three Musketeers The Log
Three Musketeers Bats Goblin Gang Minion Horde The Log
Knight Goblin Gang Minion Horde Three Musketeers
Minion Horde Goblin Gang Three Musketeers The Log
Minion Horde Three Musketeers Bats Knight Goblin Gang
Bats Knight Goblin Gang Minion Horde Three Musketeers The Log
The Log Bats Knight
Three Musketeers
Goblin Gang Bats Knight Minion Horde The Log

Counters to secondary win conditions

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

Knight Goblin Gang
Knight Goblin Gang The Log
Goblin Gang Bats Knight Minion Horde The Log
Goblin Gang Bats Knight Minion Horde The Log
Knight Goblin Gang Minion Horde Three Musketeers
Bats Goblin Gang Minion Horde Three Musketeers
Goblin Gang Bats Knight Minion Horde
Knight Minion Horde
Minion Horde Bats Knight The Log
Goblin Gang Minion Horde Three Musketeers
Bats Knight Minion Horde
The Log
Knight Goblin Gang Minion Horde Three Musketeers
Minion Horde Three Musketeers
Goblin Gang Bats Knight Minion Horde Three Musketeers The Log
Bats Minion Horde 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 Minion Horde The Log
The Log
Minion Horde The Log
Knight The Log
Minion Horde The Log
Bats Minion Horde
Minion Horde The Log
The Log
The Log
Bats Goblin Gang Minion Horde Three Musketeers
Knight Minion Horde The Log
Knight Three Musketeers The Log
Minion Horde
The Log
Minion Horde Three Musketeers The Log
Minion Horde Three Musketeers The Log
Three Musketeers
Bats Minion Horde
Three Musketeers The Log
The Log
Minion Horde The Log
The Log
Minion Horde The Log
The Log
Minion Horde
The Log
The Log
The Log
Bats Minion Horde
Bats Minion Horde
Minion Horde
Minion Horde The Log
Minion Horde
Minion Horde
The Log
Minion Horde Bats Goblin Gang
Three Musketeers
The Log
Knight Goblin Gang Minion Horde Three Musketeers
The Log
Minion Horde Three Musketeers
Bats Goblin Gang Minion Horde The Log
Bats
The Log

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