My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Musketeer Electro Wizard Ram Rider

Defensive buildings

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

Tombstone

Investments

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

Bats Tombstone Musketeer Electro Wizard Ram Rider Golden Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

The Log

Punishments

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

Ram Rider Golden Knight

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.

Goblins Ram Rider

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.

Electro Wizard Ram Rider Golden Knight

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 Ram Rider
Giant Snowball
Goblins Bats Tombstone Musketeer Ram Rider
Zap
Goblins Bats Tombstone Ram Rider
Barbarian Barrel
Goblins Tombstone Musketeer Electro Wizard
The Log
Goblins Tombstone Musketeer Ram Rider
Earthquake
Tombstone
Arrows
Goblins Bats Tombstone
Royal Delivery
Goblins Bats Musketeer Electro Wizard Ram Rider
Fireball
Tombstone Musketeer Electro Wizard Ram Rider
Poison
Bats Tombstone Musketeer Electro Wizard
Lightning
Tombstone Musketeer Electro Wizard Ram Rider
Rocket
Musketeer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 Tombstone

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 Musketeer Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Goblins Bats The Log Tombstone Musketeer Electro Wizard Golden Knight Ram Rider

Shortest cycle

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

9 Goblins Bats The Log Tombstone

Attack Synergies 0 6

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
Bats
Ram Rider
Tombstone
Musketeer
The Log Ram Rider
The Log
Musketeer Ram Rider
Electro Wizard
Ram Rider
Ram Rider
Bats Musketeer The Log Electro Wizard Golden Knight
Golden Knight
Ram Rider

Defense Synergies 2 17

Goblins
Tombstone Musketeer The Log Electro Wizard
Bats
Musketeer The Log Electro Wizard Golden Knight
Tombstone
Musketeer Goblins Electro Wizard Ram Rider
Musketeer
Tombstone The Log Goblins Bats Electro Wizard Ram Rider Golden Knight
The Log
Musketeer Goblins Bats Electro Wizard Ram Rider Golden Knight
Electro Wizard
Goblins Bats Tombstone Musketeer The Log Ram Rider
Ram Rider
Tombstone Musketeer The Log Electro Wizard
Golden Knight
Bats Musketeer 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.

Tombstone Musketeer The Log Electro Wizard Ram Rider Golden Knight
Goblins Bats Tombstone Musketeer The Log Electro Wizard Ram Rider
Ram Rider Goblins Bats Tombstone Musketeer Electro Wizard
Goblins Bats Tombstone Musketeer Electro Wizard Ram Rider
Tombstone The Log
The Log Goblins Bats Musketeer Electro Wizard
Bats Musketeer Electro Wizard Ram Rider Tombstone
Musketeer The Log Electro Wizard Ram Rider Golden Knight
Goblins Tombstone Musketeer
Goblins Musketeer Electro Wizard
Goblins Bats Electro Wizard Tombstone Musketeer The Log Ram Rider
Musketeer Bats Electro Wizard Ram Rider
Tombstone Bats Musketeer The Log Electro Wizard Ram Rider
Goblins Bats Tombstone The Log Electro Wizard Golden Knight
Tombstone Electro Wizard Ram Rider
The Log Electro Wizard Ram Rider
Goblins Bats Tombstone Musketeer Electro Wizard
Tombstone Goblins Bats Musketeer The Log Electro Wizard Ram Rider Golden Knight
The Log Bats Tombstone Musketeer Electro Wizard Ram Rider
Musketeer Electro Wizard Ram Rider
Goblins Bats Musketeer The Log Electro Wizard

Counters to secondary win conditions

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

Goblins Tombstone Electro Wizard
Electro Wizard Musketeer The Log
Tombstone Goblins Bats Musketeer The Log Electro Wizard Ram Rider Golden Knight
Bats Musketeer The Log Electro Wizard Ram Rider
Tombstone Musketeer Ram Rider
Bats Musketeer Electro Wizard Ram Rider
Goblins Bats Tombstone Musketeer Electro Wizard Ram Rider
Electro Wizard Goblins Bats Tombstone The Log
Tombstone Musketeer
Bats Tombstone Musketeer Golden Knight
The Log Electro Wizard
Tombstone Ram Rider Golden Knight
Musketeer
Tombstone Electro Wizard Goblins Bats Musketeer The Log Golden Knight
Bats Musketeer The Log Electro Wizard Golden Knight

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.)

Musketeer The Log Golden Knight
Musketeer The Log Electro Wizard Ram Rider Golden Knight
The Log
Musketeer The Log
The Log
Bats Musketeer Ram Rider
Musketeer The Log
The Log Ram Rider
The Log Ram Rider Golden Knight
Goblins Bats Musketeer Electro Wizard
Musketeer The Log Electro Wizard Ram Rider Golden Knight
Musketeer
Musketeer The Log Golden Knight
Musketeer
Musketeer The Log
Musketeer The Log Golden Knight
Musketeer The Log
Bats
Musketeer The Log Electro Wizard
The Log Golden Knight
Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log
The Log Musketeer Electro Wizard Ram Rider Golden Knight
Musketeer The Log Ram Rider Golden Knight
Musketeer The Log Golden Knight
Bats Musketeer Electro Wizard
Electro Wizard Bats Musketeer
Musketeer The Log
Electro Wizard
The Log
Electro Wizard Bats Tombstone Musketeer
Musketeer Electro Wizard Ram Rider
The Log
Musketeer Electro Wizard
The Log Musketeer
Musketeer
Bats Musketeer The Log Electro Wizard Golden Knight
Bats Musketeer Electro Wizard
Musketeer The Log Electro Wizard Golden Knight

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