My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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 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

Defensive buildings

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

Barbarian Hut

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 Barbarian Hut Golem

Offensive cards

Win conditions

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

Giant Golem

Damage spells

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

Earthquake The Log

Punishments

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

Goblin Gang Giant

Pump responses

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

Earthquake

Dropped at the bridge

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

Goblin Gang Giant Golem

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 Skeleton Army
Giant Snowball
Bats Goblin Gang Skeleton Army
Zap
Bats Goblin Gang Skeleton Army
Barbarian Barrel
Goblin Gang Barbarian Hut Skeleton Army
The Log
Goblin Gang Barbarian Hut Skeleton Army
Earthquake
Goblin Gang Barbarian Hut Skeleton Army
Arrows
Bats Goblin Gang Skeleton Army
Royal Delivery
Bats Goblin Gang Skeleton Army
Fireball
Goblin Gang Barbarian Hut Skeleton Army
Poison
Bats Goblin Gang Barbarian Hut Skeleton Army
Lightning
Barbarian Hut
Rocket
Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake 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 Skeleton Army Golem

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.

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

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 Earthquake Skeleton Army Giant Barbarian Hut Golem

Shortest cycle

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

10 Bats The Log Goblin Gang Earthquake

Attack Synergies 4 9

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 Barbarian Hut Golem
Goblin Gang
Giant Barbarian Hut Golem
Earthquake
Giant Golem Barbarian Hut The Log
Giant
Bats Earthquake Goblin Gang Barbarian Hut The Log
Barbarian Hut
Bats Goblin Gang Earthquake Giant
Skeleton Army
Golem
Earthquake Bats Goblin Gang The Log
The Log
Earthquake Giant Golem

Defense Synergies 1 10

Bats
Barbarian Hut Earthquake The Log
Goblin Gang
Barbarian Hut Skeleton Army The Log
Earthquake
Bats Barbarian Hut The Log
Giant
Barbarian Hut
Bats Goblin Gang Earthquake Skeleton Army The Log
Skeleton Army
Goblin Gang Barbarian Hut The Log
Golem
The Log
Bats Goblin Gang Earthquake Barbarian Hut 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.

Earthquake Barbarian Hut The Log
Barbarian Hut Skeleton Army Bats Goblin Gang The Log
Goblin Gang Barbarian Hut Skeleton Army Bats
Barbarian Hut Skeleton Army Bats Goblin Gang
Earthquake Skeleton Army The Log
Goblin Gang Skeleton Army The Log Bats Earthquake
Bats Goblin Gang Barbarian Hut
Earthquake Barbarian Hut The Log
Barbarian Hut Goblin Gang Skeleton Army
Goblin Gang Skeleton Army
Bats Goblin Gang Skeleton Army Earthquake The Log
Bats Goblin Gang Barbarian Hut
Barbarian Hut Skeleton Army Bats Goblin Gang Earthquake The Log
Barbarian Hut Skeleton Army Bats Goblin Gang Earthquake The Log
Barbarian Hut Skeleton Army Goblin Gang
Barbarian Hut Skeleton Army Goblin Gang The Log
Barbarian Hut Bats Goblin Gang Skeleton Army
Bats Goblin Gang Barbarian Hut Skeleton Army The Log
Earthquake The Log Bats Barbarian Hut
Barbarian Hut
Goblin Gang Skeleton Army Bats Earthquake The Log

Counters to secondary win conditions

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

Goblin Gang Barbarian Hut Skeleton Army
Goblin Gang The Log
Goblin Gang Skeleton Army Bats Barbarian Hut The Log
Goblin Gang Skeleton Army Bats Barbarian Hut The Log
Barbarian Hut Goblin Gang Skeleton Army
Bats Goblin Gang
Goblin Gang Skeleton Army Bats Barbarian Hut
Barbarian Hut Skeleton Army
Bats Barbarian Hut Skeleton Army The Log
Goblin Gang Barbarian Hut Skeleton Army
Bats
Skeleton Army The Log
Skeleton Army Goblin Gang Barbarian Hut
Barbarian Hut Skeleton Army
Goblin Gang Skeleton Army Bats Barbarian Hut The Log
Bats Earthquake Barbarian Hut 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.)

Earthquake Barbarian Hut The Log
The Log
Earthquake Barbarian Hut The Log
Earthquake Barbarian Hut The Log
Earthquake The Log
Bats
Earthquake The Log
Earthquake The Log Barbarian Hut
The Log
Bats Goblin Gang
Earthquake The Log
Earthquake Barbarian Hut The Log
Earthquake
Earthquake Barbarian Hut The Log
Earthquake Barbarian Hut The Log
Earthquake Barbarian Hut The Log
Earthquake
Bats
Earthquake The Log
Earthquake The Log
Earthquake The Log
The Log
Earthquake Barbarian Hut The Log
Earthquake The Log
The Log Earthquake
The Log
The Log
Bats
Bats
Earthquake The Log
Earthquake The Log
Earthquake Bats Goblin Gang Barbarian Hut Skeleton Army
The Log
Goblin Gang
The Log Earthquake
Bats Goblin Gang The Log
Bats
The Log

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