My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions Goblin Gang 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 Battle Ram Three Musketeers Giant Skeleton

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.

Zap 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.

Goblin Gang Battle Ram 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Battle Ram 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.

Minions Goblin Gang 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.

Bats Zap The Log Minions Goblin Gang Battle Ram Giant Skeleton Three Musketeers

Shortest cycle

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

9 Bats Zap The Log Minions

Attack Synergies 3 15

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
Giant Skeleton Zap Minions Battle Ram
Zap
Battle Ram Bats Minions Three Musketeers Giant Skeleton The Log
Minions
Bats Zap Battle Ram Giant Skeleton
Goblin Gang
Battle Ram Three Musketeers Giant Skeleton
Battle Ram
Zap The Log Bats Minions Goblin Gang Three Musketeers
Three Musketeers
Zap Goblin Gang Battle Ram The Log
Giant Skeleton
Bats Zap Minions Goblin Gang The Log
The Log
Battle Ram Zap Three Musketeers Giant Skeleton

Defense Synergies 0 15

Bats
Zap Minions Giant Skeleton The Log
Zap
Bats Minions Goblin Gang Three Musketeers Giant Skeleton The Log
Minions
Bats Zap Giant Skeleton The Log
Goblin Gang
Zap Giant Skeleton The Log
Battle Ram
Three Musketeers
Zap The Log
Giant Skeleton
Bats Zap Minions Goblin Gang The Log
The Log
Bats Zap Minions Goblin Gang Three Musketeers 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.

Zap Minions The Log
Bats Zap Minions Goblin Gang Three Musketeers The Log
Goblin Gang Three Musketeers Bats Minions Giant Skeleton
Three Musketeers Bats Minions Goblin Gang
Giant Skeleton The Log
Goblin Gang The Log Bats Zap Minions
Bats Minions Three Musketeers Zap Goblin Gang
Zap Giant Skeleton The Log
Three Musketeers Minions Goblin Gang
Goblin Gang Giant Skeleton
Bats Minions Goblin Gang Zap Giant Skeleton The Log
Minions Three Musketeers Bats Zap Goblin Gang
Bats Zap Minions Goblin Gang Three Musketeers Giant Skeleton The Log
Three Musketeers Bats Zap Minions Goblin Gang The Log
Goblin Gang Three Musketeers
Zap Goblin Gang Three Musketeers The Log
Three Musketeers Bats Minions Goblin Gang
Bats Zap Minions Goblin Gang Three Musketeers The Log
Zap The Log Bats Minions Giant Skeleton
Three Musketeers
Goblin Gang Bats Minions Giant Skeleton The Log

Counters to secondary win conditions

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

Goblin Gang Zap Giant Skeleton
Zap Goblin Gang The Log
Goblin Gang Giant Skeleton Bats Zap Minions The Log
Goblin Gang Giant Skeleton Bats Zap The Log
Giant Skeleton Goblin Gang Three Musketeers
Bats Zap Minions Goblin Gang Three Musketeers
Goblin Gang Bats Minions Giant Skeleton
Giant Skeleton
Zap Giant Skeleton Bats Minions The Log
Goblin Gang Three Musketeers
Bats Minions Giant Skeleton
Zap Giant Skeleton The Log
Giant Skeleton Goblin Gang Three Musketeers
Three Musketeers
Goblin Gang Bats Zap Minions Three Musketeers Giant Skeleton The Log
Bats Minions Zap 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.)

Giant Skeleton The Log
Zap The Log
Giant Skeleton The Log
Giant Skeleton The Log
Zap The Log
Bats Zap Minions
The Log
The Log Zap
The Log Zap
Bats Minions Goblin Gang Three Musketeers
Zap The Log
Zap
Three Musketeers The Log
Minions
Zap The Log
Zap Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Bats Minions
Zap Three Musketeers The Log
Zap The Log
Minions Giant Skeleton The Log
The Log
Zap The Log
Zap The Log
The Log Zap
Zap The Log
Zap The Log
Bats Zap
Zap Bats Minions
Zap The Log
Zap
Giant Skeleton
The Log
Zap Bats Minions Goblin Gang
Zap Three Musketeers
The Log
Goblin Gang Three Musketeers
The Log Zap
Zap Giant Skeleton
Three Musketeers
Zap Bats Minions Goblin Gang Giant Skeleton The Log
Bats Zap
Zap Giant Skeleton The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: