My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Good
Versatility
Good
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 Night 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 Giant Night Witch

Offensive cards

Win conditions

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

Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball Rage The Log

Punishments

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

Giant

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.

Goblins Giant

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 Giant Night Witch
Giant Snowball
Goblins Bats Night Witch
Zap
Goblins Bats Night Witch
Barbarian Barrel
Goblins Night Witch
The Log
Goblins
Earthquake
Arrows
Goblins Bats Night Witch
Royal Delivery
Goblins Bats Night Witch
Fireball
Night Witch
Poison
Bats Night Witch
Lightning
Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Rage Night Witch

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

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.

Goblins Fireball

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.

Mirror Goblins Bats Rage The Log Fireball Night Witch Giant

Shortest cycle

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

6 Mirror Goblins Bats Rage

Attack Synergies 5 7

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.

Goblins
Giant
Bats
Giant Rage
Fireball
Mirror Giant The Log
Giant
Bats Rage Night Witch Goblins Fireball The Log
Mirror
Fireball The Log Night Witch
Rage
Giant Bats Night Witch
The Log
Mirror Fireball Giant
Night Witch
Giant Mirror Rage

Defense Synergies 2 6

Goblins
The Log Night Witch
Bats
The Log
Fireball
Mirror The Log
Giant
Mirror
Fireball The Log Night Witch
Rage
The Log
Fireball Goblins Bats Mirror Night Witch
Night Witch
Goblins Mirror 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.

Fireball The Log
Goblins Bats The Log Night Witch
Goblins Bats Night Witch
Night Witch Goblins Bats
Fireball The Log
Fireball The Log Goblins Bats Night Witch
Bats Fireball Night Witch
Fireball The Log
Goblins Night Witch
Goblins Night Witch
Goblins Bats Fireball The Log Night Witch
Bats Fireball Night Witch
Night Witch Bats Fireball The Log
Fireball Goblins Bats The Log Night Witch
Fireball The Log
Goblins Bats Fireball Night Witch
Fireball Goblins Bats The Log Night Witch
The Log Bats Fireball
Goblins Bats Fireball The Log Night Witch

Counters to secondary win conditions

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

Goblins Fireball
Fireball The Log
Goblins Bats The Log
Bats Fireball The Log Night Witch
Night Witch
Fireball Bats
Goblins Bats Fireball Night Witch
Goblins Bats Fireball The Log
Bats
Fireball The Log
Fireball Night Witch
Fireball
Goblins Bats Fireball The Log Night Witch
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 The Log
Fireball Bats
The Log
Fireball The Log
Fireball The Log
Goblins Bats Fireball Night Witch
Fireball The Log
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Bats Night Witch
Fireball The Log
Fireball The Log
Fireball The Log Night Witch
Fireball
The Log
Fireball The Log
The Log Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Bats Fireball Night Witch
Bats Fireball
Fireball Night Witch
Fireball The Log Night Witch
Fireball
Fireball The Log
Bats Fireball Night Witch
Fireball
The Log Fireball
Fireball
The Log Fireball
Fireball
Bats Fireball The Log
Bats Fireball
Fireball The Log

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