My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
Versatility
Godly!
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 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!

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 Minion Horde Three Musketeers

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 Knight Three Musketeers

Offensive cards

Win conditions

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

Hog Rider Three Musketeers

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 Hog Rider

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.

Knight Goblin Gang Minion Horde Hog 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.

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
Bats Goblin Gang Minion Horde Hog Rider Three Musketeers
Giant Snowball
Bats Goblin Gang Minion Horde Hog Rider Three Musketeers
Zap
Bats Goblin Gang Minion Horde Three Musketeers
Barbarian Barrel
Knight Goblin Gang Three Musketeers
The Log
Goblin Gang Hog Rider Three Musketeers
Earthquake
Goblin Gang Hog Rider
Arrows
Bats Goblin Gang Minion Horde
Royal Delivery
Bats Knight Goblin Gang Minion Horde Hog Rider Three Musketeers
Fireball
Goblin Gang Minion Horde Hog Rider Three Musketeers
Poison
Bats Goblin Gang Minion Horde Three Musketeers
Lightning
Knight Three Musketeers
Rocket
Minion Horde Hog Rider Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Knight

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 Minion Horde Three Musketeers

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 Zap The Log Knight Goblin Gang Hog Rider Minion Horde Three Musketeers

Shortest cycle

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

9 Bats Zap The Log Knight

Attack Synergies 8 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
Knight Hog Rider Zap
Zap
Hog Rider Bats Knight Minion Horde Three Musketeers The Log
Knight
Bats Goblin Gang Hog Rider Three Musketeers Zap Minion Horde The Log
Goblin Gang
Knight Hog Rider Three Musketeers
Minion Horde
Zap Knight Hog Rider
Hog Rider
Bats Zap Knight Goblin Gang The Log Minion Horde Three Musketeers
Three Musketeers
Knight Zap Goblin Gang Hog Rider The Log
The Log
Hog Rider Zap Knight Three Musketeers

Defense Synergies 2 13

Bats
Knight Zap The Log
Zap
Bats Knight Goblin Gang Minion Horde Three Musketeers The Log
Knight
Bats Goblin Gang Zap Minion Horde Three Musketeers The Log
Goblin Gang
Knight Zap The Log
Minion Horde
Zap Knight The Log
Hog Rider
Three Musketeers
Zap Knight The Log
The Log
Bats Zap Knight Goblin Gang Minion Horde Three Musketeers

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 Knight Minion Horde The Log
Minion Horde Bats Zap Knight Goblin Gang Three Musketeers The Log
Goblin Gang Minion Horde Three Musketeers Bats Knight
Minion Horde Three Musketeers Bats Knight Goblin Gang
The Log
Goblin Gang The Log Bats Zap
Bats Minion Horde Three Musketeers Zap Goblin Gang
Zap The Log
Minion Horde Three Musketeers Goblin Gang
Knight Goblin Gang Minion Horde
Bats Goblin Gang Minion Horde Zap Knight The Log
Minion Horde Three Musketeers Bats Zap Goblin Gang
Minion Horde Bats Zap Knight Goblin Gang Three Musketeers The Log
Three Musketeers Bats Zap Goblin Gang Minion Horde The Log
Knight Goblin Gang Minion Horde Three Musketeers
Minion Horde Zap Goblin Gang Three Musketeers The Log
Minion Horde Three Musketeers Bats Knight Goblin Gang
Bats Zap Knight Goblin Gang Minion Horde Three Musketeers The Log
Zap The Log Bats Knight
Three Musketeers
Goblin Gang Bats Knight Minion Horde The Log

Counters to secondary win conditions

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

Knight Goblin Gang Zap
Zap Knight Goblin Gang The Log
Goblin Gang Bats Zap Knight Minion Horde The Log
Goblin Gang Bats Zap Knight Minion Horde The Log
Knight Goblin Gang Minion Horde Three Musketeers
Bats Zap Goblin Gang Minion Horde Three Musketeers
Goblin Gang Bats Knight Minion Horde
Knight Minion Horde
Zap Minion Horde Bats Knight The Log
Goblin Gang Minion Horde Three Musketeers
Bats Knight Minion Horde
Zap The Log
Knight Goblin Gang Minion Horde Three Musketeers
Minion Horde Three Musketeers
Goblin Gang Bats Zap Knight Minion Horde Three Musketeers The Log
Bats Zap Minion Horde 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.)

Knight Minion Horde The Log
Zap The Log
Minion Horde The Log
Knight The Log
Zap Minion Horde The Log
Bats Zap Minion Horde
Minion Horde The Log
The Log Zap
The Log Zap
Bats Goblin Gang Minion Horde Three Musketeers
Zap Knight Minion Horde The Log
Zap
Knight Three Musketeers The Log
Minion Horde
Zap The Log
Zap Minion Horde Three Musketeers The Log
Minion Horde Three Musketeers The Log
Three Musketeers
Bats Minion Horde
Zap Three Musketeers The Log
Zap The Log
Minion Horde The Log
The Log
Zap Minion Horde The Log
Zap The Log
Minion Horde
The Log Zap
Zap The Log
Zap The Log
Bats Zap Minion Horde
Zap Bats Minion Horde
Minion Horde
Zap Minion Horde The Log
Zap Minion Horde
Minion Horde
The Log
Zap Minion Horde Bats Goblin Gang
Zap Three Musketeers
The Log
Knight Goblin Gang Minion Horde Three Musketeers
The Log Zap
Zap
Minion Horde Three Musketeers
Zap Bats Goblin Gang Minion Horde The Log
Bats Zap
Zap The Log

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