My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Furnace Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Furnace Wizard Golem Mega Knight

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.

Rocket The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Golem 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.

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
Giant Snowball
Bats Goblin Gang Furnace
Zap
Bats Goblin Gang Furnace
Barbarian Barrel
Goblin Gang Furnace Wizard
The Log
Goblin Gang Furnace
Earthquake
Goblin Gang Furnace
Arrows
Bats Goblin Gang Furnace
Royal Delivery
Bats Goblin Gang Wizard
Fireball
Goblin Gang Furnace Wizard
Poison
Bats Goblin Gang Furnace Wizard
Lightning
Furnace Wizard
Rocket
Furnace Wizard

Against air swarms

Spells and units that can counter air swarms.

Furnace Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Furnace Wizard Rocket 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 Rocket Golem 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 Furnace 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 Furnace Wizard Rocket Mega Knight Golem

Shortest cycle

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

11 Bats The Log Goblin Gang Furnace

Attack Synergies 1 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
Mega Knight Golem
Goblin Gang
Golem
Furnace
Golem
Wizard
Golem Mega Knight
Rocket
Golem
Golem
Bats Goblin Gang Furnace Wizard Rocket The Log
The Log
Golem Mega Knight
Mega Knight
Bats Wizard The Log

Defense Synergies 0 8

Bats
The Log Mega Knight
Goblin Gang
Furnace The Log
Furnace
Goblin Gang
Wizard
The Log Mega Knight
Rocket
The Log
Golem
The Log
Bats Goblin Gang Wizard Rocket Mega Knight
Mega Knight
Bats Wizard 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.

Rocket Wizard The Log
Bats Goblin Gang Furnace The Log Mega Knight
Goblin Gang Furnace Rocket Mega Knight Bats
Bats Goblin Gang Furnace Mega Knight
Rocket The Log Mega Knight
Goblin Gang The Log Bats Furnace Mega Knight
Bats Furnace Rocket Goblin Gang Wizard
Rocket The Log Mega Knight
Goblin Gang Furnace
Goblin Gang Mega Knight
Bats Goblin Gang Furnace Wizard The Log Mega Knight
Bats Goblin Gang Furnace Wizard
Furnace Mega Knight Bats Goblin Gang Wizard Rocket The Log
Wizard Rocket Mega Knight Bats Goblin Gang Furnace The Log
Goblin Gang Furnace Mega Knight
Rocket Goblin Gang Furnace The Log Mega Knight
Wizard Mega Knight Bats Goblin Gang Furnace
Mega Knight Bats Goblin Gang Furnace Wizard The Log
Furnace Wizard The Log Bats Mega Knight
Goblin Gang Wizard Mega Knight Bats Furnace The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Furnace
Goblin Gang Wizard Rocket The Log Mega Knight
Goblin Gang Mega Knight Bats Furnace Rocket The Log
Goblin Gang Rocket Mega Knight Bats The Log
Goblin Gang Mega Knight
Furnace Wizard Rocket Bats Goblin Gang
Goblin Gang Rocket Bats Furnace
Mega Knight
Rocket Mega Knight Bats The Log
Goblin Gang
Mega Knight Bats
Rocket Mega Knight The Log
Rocket Mega Knight Goblin Gang Wizard
Wizard Furnace Mega Knight
Goblin Gang Bats Furnace Rocket The Log
Bats Mega Knight Wizard 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.)

Rocket The Log
The Log
Rocket The Log
Rocket The Log
Wizard Rocket Furnace The Log Mega Knight
Wizard Bats Furnace Rocket
Furnace Wizard The Log
The Log Wizard
The Log Wizard
Rocket Bats Goblin Gang
Rocket Wizard The Log
Wizard Rocket
Rocket The Log
Rocket
Furnace The Log
Rocket Furnace Wizard The Log
Furnace Wizard Rocket The Log Mega Knight
Rocket
Bats Rocket
Rocket Wizard The Log Mega Knight
Rocket Wizard The Log Mega Knight
Rocket The Log Mega Knight
Rocket Wizard
Rocket The Log
Rocket The Log
The Log Furnace Wizard Mega Knight
The Log Wizard
Wizard The Log Mega Knight
Rocket The Log
Bats Furnace Wizard
Rocket Bats Wizard
Wizard Rocket The Log Mega Knight
Rocket
Mega Knight
Rocket Wizard The Log
Bats Goblin Gang Rocket
Rocket Wizard
The Log
Goblin Gang Wizard Rocket Mega Knight
The Log Wizard
Rocket
Mega Knight
Bats Goblin Gang Rocket The Log
Bats Rocket
Rocket The Log Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: