My Best Clash Royale Deck

Deck Check Rating

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

1 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Baby Dragon

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.

Knight Baby Dragon

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball Rocket Tornado The Log

Punishments

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

Goblin Gang Hog Rider

Pump responses

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

Fireball Rocket

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 Hog Rider Baby Dragon

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.

Hog Rider

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
Goblin Gang Hog Rider
Giant Snowball
Goblin Gang Hog Rider Baby Dragon
Zap
Goblin Gang
Barbarian Barrel
Knight Goblin Gang
The Log
Goblin Gang Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Hog Rider Baby Dragon
Fireball
Goblin Gang Hog Rider Baby Dragon
Poison
Goblin Gang
Lightning
Knight Baby Dragon
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Rocket Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Rocket Tornado Baby Dragon 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.

Knight Rocket Tornado Baby Dragon

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.

Goblin Gang 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.

The Log Knight Goblin Gang Tornado Fireball Hog Rider Baby Dragon Rocket

Shortest cycle

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

11 The Log Knight Goblin Gang Tornado

Attack Synergies 9 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.

Knight
Goblin Gang Hog Rider Baby Dragon Fireball The Log
Goblin Gang
Knight Hog Rider Baby Dragon
Fireball
Hog Rider Tornado Knight Baby Dragon The Log
Hog Rider
Knight Goblin Gang Fireball The Log Rocket Tornado Baby Dragon
Rocket
Tornado Hog Rider
Tornado
Fireball Rocket Baby Dragon Hog Rider The Log
Baby Dragon
Knight Tornado Goblin Gang Fireball Hog Rider
The Log
Hog Rider Knight Fireball Tornado

Defense Synergies 4 9

Knight
Goblin Gang Fireball Tornado Baby Dragon The Log
Goblin Gang
Knight The Log
Fireball
Tornado The Log Knight
Hog Rider
Rocket
Tornado The Log
Tornado
Fireball Rocket Knight Baby Dragon The Log
Baby Dragon
Knight Tornado The Log
The Log
Fireball Knight Goblin Gang Rocket Tornado Baby Dragon

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.

Rocket Knight Fireball Baby Dragon The Log
Knight Goblin Gang The Log
Goblin Gang Rocket Tornado Knight
Knight Goblin Gang
Fireball Rocket Tornado The Log
Goblin Gang Fireball Tornado The Log Baby Dragon
Rocket Tornado Goblin Gang Fireball Baby Dragon
Rocket Fireball Baby Dragon The Log
Goblin Gang Tornado
Knight Goblin Gang Tornado
Goblin Gang Knight Fireball Tornado Baby Dragon The Log
Goblin Gang Fireball Tornado Baby Dragon
Knight Goblin Gang Fireball Rocket The Log
Fireball Rocket Goblin Gang Tornado Baby Dragon The Log
Knight Goblin Gang
Rocket Tornado Goblin Gang Fireball The Log
Knight Goblin Gang Fireball Tornado
Fireball Knight Goblin Gang Tornado Baby Dragon The Log
Tornado Baby Dragon The Log Knight Fireball
Tornado
Goblin Gang Knight Fireball Baby Dragon The Log

Counters to secondary win conditions

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

Knight Goblin Gang Fireball
Fireball Knight Goblin Gang Rocket Baby Dragon The Log
Goblin Gang Knight Rocket The Log
Goblin Gang Rocket Knight Fireball Tornado The Log
Knight Goblin Gang
Fireball Rocket Goblin Gang Tornado Baby Dragon
Goblin Gang Rocket Knight Fireball
Knight
Rocket Knight Fireball Tornado Baby Dragon The Log
Goblin Gang
Knight
Rocket Fireball Tornado The Log
Rocket Knight Goblin Gang Fireball
Fireball Baby Dragon
Goblin Gang Knight Fireball Rocket Tornado Baby Dragon The Log
Fireball Baby Dragon 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 Knight Rocket Baby Dragon The Log
Fireball Tornado Baby Dragon The Log
Rocket Fireball Baby Dragon The Log
Knight Fireball Rocket The Log
Fireball Rocket Baby Dragon The Log
Fireball Rocket Tornado Baby Dragon
Tornado Baby Dragon The Log
Fireball The Log Tornado Baby Dragon
Fireball The Log Tornado
Rocket Goblin Gang Fireball Tornado
Rocket Knight Fireball Tornado The Log
Fireball Rocket Tornado Baby Dragon
Rocket Knight Fireball Baby Dragon The Log
Fireball Rocket Baby Dragon
Fireball Baby Dragon The Log
Rocket Fireball Baby Dragon The Log
Fireball Rocket Baby Dragon The Log
Fireball Rocket Tornado
Rocket
Rocket Fireball Baby Dragon The Log
Rocket Fireball Tornado Baby Dragon The Log
Rocket Fireball Baby Dragon The Log
Rocket Fireball Tornado
Rocket Tornado The Log
Rocket Fireball Baby Dragon The Log
Tornado The Log Fireball Baby Dragon
Fireball The Log Tornado Baby Dragon
Fireball Tornado Baby Dragon The Log
Fireball Rocket Tornado Baby Dragon The Log
Fireball Tornado Baby Dragon
Rocket Fireball
Fireball
Fireball Rocket The Log
Rocket Fireball
Rocket Fireball The Log
Goblin Gang Fireball Rocket
Fireball Rocket Tornado Baby Dragon
The Log Fireball
Fireball Knight Goblin Gang Rocket Baby Dragon
The Log Fireball Baby Dragon
Rocket Fireball Tornado
Goblin Gang Fireball Rocket Tornado Baby Dragon The Log
Fireball Rocket Tornado
Fireball Rocket Tornado Baby Dragon The Log

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