My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Wizard

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 Wizard Giant Skeleton

Offensive cards

Win conditions

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

Missing

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 Elite Barbarians

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 Elite Barbarians 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.

Elite Barbarians 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 Goblin Gang Elite Barbarians Clone Giant Skeleton
Giant Snowball
Bats Goblin Gang Clone
Zap
Bats Goblin Gang Clone
Barbarian Barrel
Goblin Gang Elite Barbarians Wizard Clone Giant Skeleton
The Log
Goblin Gang Elite Barbarians Clone Giant Skeleton
Earthquake
Goblin Gang Clone
Arrows
Bats Goblin Gang Clone
Royal Delivery
Bats Goblin Gang Elite Barbarians Wizard Clone Giant Skeleton
Fireball
Goblin Gang Elite Barbarians Wizard Clone
Poison
Bats Goblin Gang Wizard Clone
Lightning
Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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 Clone Giant Skeleton

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.

Elite Barbarians

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 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.

Good

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 Goblin Gang Clone Wizard Elite Barbarians Giant Skeleton

Shortest cycle

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

9 Bats Zap The Log Goblin Gang

Attack Synergies 3 11

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 Elite Barbarians Clone
Zap
Elite Barbarians Bats Giant Skeleton The Log
Goblin Gang
Clone Giant Skeleton
Elite Barbarians
Zap Bats Wizard The Log
Wizard
Elite Barbarians Giant Skeleton
Clone
Giant Skeleton Bats Goblin Gang
Giant Skeleton
Bats Clone Zap Goblin Gang Wizard The Log
The Log
Zap Elite Barbarians Giant Skeleton

Defense Synergies 0 14

Bats
Zap Giant Skeleton The Log
Zap
Bats Goblin Gang Elite Barbarians Giant Skeleton The Log
Goblin Gang
Zap Giant Skeleton The Log
Elite Barbarians
Zap Wizard The Log
Wizard
Elite Barbarians Giant Skeleton The Log
Clone
Giant Skeleton
Bats Zap Goblin Gang Wizard The Log
The Log
Bats Zap Goblin Gang Elite Barbarians Wizard 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 Wizard The Log
Elite Barbarians Bats Zap Goblin Gang The Log
Goblin Gang Bats Elite Barbarians Giant Skeleton
Elite Barbarians Bats Goblin Gang
Elite Barbarians Giant Skeleton The Log
Goblin Gang The Log Bats Zap
Bats Zap Goblin Gang Wizard
Zap Giant Skeleton The Log
Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Giant Skeleton
Bats Goblin Gang Zap Wizard Giant Skeleton The Log
Bats Zap Goblin Gang Wizard
Bats Zap Goblin Gang Elite Barbarians Wizard Giant Skeleton The Log
Wizard Bats Zap Goblin Gang The Log
Elite Barbarians Goblin Gang
Zap Goblin Gang Elite Barbarians The Log
Wizard Bats Goblin Gang Elite Barbarians
Bats Zap Goblin Gang Elite Barbarians Wizard The Log
Zap Wizard The Log Bats Giant Skeleton
Elite Barbarians
Goblin Gang Wizard Bats Elite Barbarians 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 Elite Barbarians Giant Skeleton
Zap Goblin Gang Elite Barbarians Wizard The Log
Goblin Gang Giant Skeleton Bats Zap Elite Barbarians The Log
Goblin Gang Giant Skeleton Bats Zap Elite Barbarians The Log
Giant Skeleton Goblin Gang Elite Barbarians
Wizard Bats Zap Goblin Gang
Goblin Gang Bats Elite Barbarians Giant Skeleton
Giant Skeleton Elite Barbarians
Zap Giant Skeleton Bats Elite Barbarians The Log
Goblin Gang
Bats Elite Barbarians Giant Skeleton
Zap Elite Barbarians Giant Skeleton The Log
Elite Barbarians Giant Skeleton Goblin Gang Wizard
Wizard
Goblin Gang Elite Barbarians Bats Zap Giant Skeleton The Log
Bats Zap Elite Barbarians Wizard 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
Wizard Zap The Log
Wizard Bats Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Bats Goblin Gang Elite Barbarians
Zap Wizard The Log
Zap Wizard
Elite Barbarians The Log
Zap Elite Barbarians The Log
Zap Wizard The Log
Wizard The Log
Bats
Zap Wizard The Log
Zap Wizard The Log
Giant Skeleton The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Elite Barbarians Bats Zap Wizard
Zap Bats Wizard
Elite Barbarians
Zap Wizard The Log
Zap
Giant Skeleton
Wizard The Log
Zap Bats Goblin Gang
Zap Wizard
The Log
Goblin Gang Wizard
The Log Zap Wizard
Zap Giant Skeleton
Elite Barbarians
Zap Bats Goblin Gang Elite Barbarians Giant Skeleton The Log
Bats Zap
Zap Giant Skeleton The Log

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