My Best Clash Royale Deck

Deck Check Rating

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

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 Furnace Three Musketeers

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 Battle Ram Furnace 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.

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 Battle Ram

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Furnace 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 Battle Ram Skeleton Army

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 Furnace 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.

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 Goblin Gang Skeleton Army Fireball Battle Ram Furnace Three Musketeers

Shortest cycle

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

10 Bats The Log Goblin Gang Skeleton Army

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
Battle Ram
Goblin Gang
Battle Ram Three Musketeers
Fireball
Battle Ram The Log
Battle Ram
The Log Bats Goblin Gang Fireball Furnace Three Musketeers
Furnace
Battle Ram
Three Musketeers
Goblin Gang Battle Ram The Log
Skeleton Army
The Log
Battle Ram Fireball Three Musketeers

Defense Synergies 1 7

Bats
The Log
Goblin Gang
Furnace Skeleton Army The Log
Fireball
The Log
Battle Ram
Furnace
Goblin Gang Skeleton Army
Three Musketeers
The Log
Skeleton Army
Goblin Gang Furnace The Log
The Log
Fireball Bats Goblin Gang Three Musketeers Skeleton Army

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.

Fireball The Log
Skeleton Army Bats Goblin Gang Furnace Three Musketeers The Log
Goblin Gang Furnace Three Musketeers Skeleton Army Bats
Three Musketeers Skeleton Army Bats Goblin Gang Furnace
Fireball Skeleton Army The Log
Goblin Gang Fireball Skeleton Army The Log Bats Furnace
Bats Furnace Three Musketeers Goblin Gang Fireball
Fireball The Log
Three Musketeers Goblin Gang Furnace Skeleton Army
Goblin Gang Skeleton Army
Bats Goblin Gang Skeleton Army Fireball Furnace The Log
Three Musketeers Bats Goblin Gang Fireball Furnace
Furnace Skeleton Army Bats Goblin Gang Fireball Three Musketeers The Log
Fireball Three Musketeers Skeleton Army Bats Goblin Gang Furnace The Log
Skeleton Army Goblin Gang Furnace Three Musketeers
Skeleton Army Goblin Gang Fireball Furnace Three Musketeers The Log
Three Musketeers Bats Goblin Gang Fireball Furnace Skeleton Army
Fireball Bats Goblin Gang Furnace Three Musketeers Skeleton Army The Log
Furnace The Log Bats Fireball
Three Musketeers
Goblin Gang Skeleton Army Bats Fireball Furnace The Log

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Fireball Furnace
Fireball Goblin Gang The Log
Goblin Gang Skeleton Army Bats Furnace The Log
Goblin Gang Skeleton Army Bats Fireball The Log
Goblin Gang Three Musketeers Skeleton Army
Fireball Furnace Bats Goblin Gang Three Musketeers
Goblin Gang Skeleton Army Bats Fireball Furnace
Skeleton Army
Bats Fireball Skeleton Army The Log
Goblin Gang Three Musketeers Skeleton Army
Bats
Skeleton Army Fireball The Log
Skeleton Army Goblin Gang Fireball Three Musketeers
Fireball Furnace Three Musketeers Skeleton Army
Goblin Gang Skeleton Army Bats Fireball Furnace Three Musketeers The Log
Bats Fireball 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 The Log
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Furnace The Log
Fireball Bats Furnace
Furnace The Log
Fireball The Log
Fireball The Log
Bats Goblin Gang Fireball Three Musketeers
Fireball The Log
Fireball
Fireball Three Musketeers The Log
Fireball
Fireball Furnace The Log
Fireball Furnace Three Musketeers The Log
Fireball Furnace Three Musketeers The Log
Fireball Three Musketeers
Bats
Fireball Three Musketeers The Log
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball Furnace
Fireball The Log
Fireball The Log
Fireball The Log
Bats Fireball Furnace
Bats Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log
Bats Goblin Gang Fireball Skeleton Army
Fireball Three Musketeers
The Log Fireball
Fireball Goblin Gang Three Musketeers
The Log Fireball
Fireball
Three Musketeers
Bats Goblin Gang Fireball The Log
Bats Fireball
Fireball The Log

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