My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Good
Versatility
Good
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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Ice Golem Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Ice Golem

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows The Log

Punishments

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

Goblin Gang Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Goblin Gang Ice 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.

Goblin Barrel

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 Goblin Barrel
Giant Snowball
Bats Goblin Gang Goblin Barrel
Zap
Bats Goblin Gang Inferno Tower Goblin Barrel
Barbarian Barrel
Knight Goblin Gang Inferno Tower Goblin Barrel
The Log
Goblin Gang Goblin Barrel
Earthquake
Goblin Gang Inferno Tower Goblin Barrel
Arrows
Bats Goblin Gang Goblin Barrel
Royal Delivery
Bats Knight Goblin Gang Goblin Barrel
Fireball
Goblin Gang Inferno Tower Goblin Barrel
Poison
Bats Goblin Gang Inferno Tower
Lightning
Knight Ice Golem Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Golem 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 Arrows Knight Ice Golem Inferno Tower

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.

Goblin Barrel

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 Ice Golem Goblin Barrel

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 Ice Golem The Log Arrows Knight Goblin Gang Goblin Barrel Inferno Tower

Shortest cycle

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

9 Bats Ice Golem The Log Arrows

Attack Synergies 7 4

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
Knight Ice Golem Goblin Barrel
Arrows
Knight Goblin Barrel
Knight
Bats Goblin Gang Goblin Barrel Arrows The Log
Goblin Gang
Knight Ice Golem Goblin Barrel
Ice Golem
Bats Goblin Gang Goblin Barrel
Inferno Tower
Goblin Barrel
Knight Goblin Gang Ice Golem Bats Arrows
The Log
Knight

Defense Synergies 6 10

Bats
Knight Ice Golem Inferno Tower The Log
Arrows
Knight Ice Golem Inferno Tower
Knight
Bats Goblin Gang Inferno Tower Arrows The Log
Goblin Gang
Knight Inferno Tower Ice Golem The Log
Ice Golem
Inferno Tower Bats Arrows Goblin Gang The Log
Inferno Tower
Knight Goblin Gang Ice Golem The Log Bats Arrows
Goblin Barrel
The Log
Inferno Tower Bats Knight Goblin Gang Ice Golem

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.

Knight Ice Golem Inferno Tower The Log
Inferno Tower Bats Knight Goblin Gang The Log
Goblin Gang Inferno Tower Bats Knight
Inferno Tower Bats Knight Goblin Gang
Arrows The Log
Arrows Goblin Gang The Log Bats
Bats Inferno Tower Arrows Goblin Gang
Arrows Ice Golem Inferno Tower The Log
Inferno Tower Goblin Gang
Knight Goblin Gang Ice Golem Inferno Tower
Bats Goblin Gang Arrows Knight Ice Golem The Log
Arrows Inferno Tower Bats Goblin Gang
Inferno Tower Bats Knight Goblin Gang The Log
Bats Arrows Goblin Gang The Log
Inferno Tower Knight Goblin Gang
Inferno Tower Goblin Gang The Log
Bats Arrows Knight Goblin Gang Inferno Tower
Arrows Bats Knight Goblin Gang The Log
Arrows The Log Bats Knight Ice Golem
Inferno Tower
Goblin Gang Bats Arrows Knight The Log

Counters to secondary win conditions

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

Knight Goblin Gang Ice Golem Inferno Tower
Arrows Knight Goblin Gang Ice Golem The Log
Goblin Gang Bats Knight Ice Golem Inferno Tower The Log
Goblin Gang Bats Knight Ice Golem Inferno Tower The Log
Inferno Tower Knight Goblin Gang
Arrows Bats Goblin Gang Ice Golem
Goblin Gang Bats Knight Ice Golem Inferno Tower
Inferno Tower Knight
Bats Knight Ice Golem Inferno Tower The Log
Inferno Tower Goblin Gang
Bats Knight Inferno Tower
Arrows The Log
Knight Goblin Gang Ice Golem Inferno Tower
Goblin Gang Inferno Tower Bats Knight Ice Golem The Log
Bats Arrows Ice Golem Inferno Tower 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.)

Arrows Knight Ice Golem The Log
Arrows The Log
Arrows The Log
Arrows Knight Ice Golem The Log
Arrows The Log
Arrows Bats Ice Golem
Arrows The Log
Arrows The Log Ice Golem
Arrows The Log
Bats Goblin Gang
Arrows Knight The Log
Arrows
Knight Ice Golem The Log
Arrows
Arrows Ice Golem The Log
Arrows The Log
Arrows The Log
Arrows
Bats
Arrows The Log
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Ice Golem The Log
Arrows The Log
Arrows The Log
Arrows The Log
Bats Arrows Ice Golem
Bats
Arrows The Log
Arrows
Arrows The Log
Bats Goblin Gang
Arrows
Arrows The Log
Knight Goblin Gang
Arrows The Log Ice Golem
Arrows
Bats Goblin Gang The Log
Bats
The Log

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