My Best Clash Royale Deck

Deck Check Rating

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

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 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 Ice Golem Elixir Collector Three Musketeers Royal Ghost Bandit

Offensive cards

Win conditions

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

Three Musketeers

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.

Goblin Gang Royal Ghost Bandit

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblin Gang Ice Golem Royal Ghost Bandit

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.

Royal Ghost Bandit

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 Three Musketeers Bandit
Giant Snowball
Bats Goblin Gang Three Musketeers
Zap
Bats Goblin Gang Three Musketeers Bandit
Barbarian Barrel
Goblin Gang Three Musketeers Royal Ghost Bandit
The Log
Goblin Gang Three Musketeers Bandit
Earthquake
Goblin Gang Elixir Collector
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Three Musketeers Royal Ghost Bandit
Fireball
Goblin Gang Elixir Collector Three Musketeers Bandit
Poison
Bats Goblin Gang Elixir Collector Three Musketeers
Lightning
Ice Golem Elixir Collector Three Musketeers Bandit
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem The Log Royal Ghost

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 Ice Golem Elixir Collector Royal Ghost

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 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.

Bad

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 Goblin Gang Royal Ghost Bandit Elixir Collector Three Musketeers

Shortest cycle

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

9 Bats Ice Golem The Log Goblin Gang

Attack Synergies 3 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.

Bats
Ice Golem Bandit
Goblin Gang
Ice Golem Three Musketeers Royal Ghost Bandit
Ice Golem
Bats Goblin Gang Three Musketeers
Elixir Collector
Three Musketeers
Ice Golem Goblin Gang The Log Royal Ghost Bandit
The Log
Three Musketeers Bandit
Royal Ghost
Goblin Gang Three Musketeers Bandit
Bandit
Bats Goblin Gang Three Musketeers The Log Royal Ghost

Defense Synergies 0 14

Bats
Ice Golem The Log Bandit
Goblin Gang
Ice Golem The Log Bandit
Ice Golem
Bats Goblin Gang Three Musketeers The Log Royal Ghost Bandit
Elixir Collector
Three Musketeers
Ice Golem The Log Bandit
The Log
Bats Goblin Gang Ice Golem Three Musketeers Royal Ghost Bandit
Royal Ghost
Ice Golem The Log
Bandit
Bats Goblin Gang Ice Golem Three Musketeers 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.

Ice Golem The Log
Bats Goblin Gang Three Musketeers The Log Bandit
Goblin Gang Three Musketeers Bats Bandit
Three Musketeers Bats Goblin Gang Bandit
The Log
Goblin Gang The Log Bats Royal Ghost Bandit
Bats Three Musketeers Goblin Gang
Ice Golem The Log Bandit
Three Musketeers Goblin Gang
Goblin Gang Ice Golem Royal Ghost Bandit
Bats Goblin Gang Ice Golem The Log Royal Ghost Bandit
Three Musketeers Bats Goblin Gang
Bats Goblin Gang Three Musketeers The Log Bandit
Three Musketeers Bats Goblin Gang The Log Royal Ghost
Goblin Gang Three Musketeers Bandit
Goblin Gang Three Musketeers The Log Bandit
Three Musketeers Bats Goblin Gang
Bats Goblin Gang Three Musketeers The Log Royal Ghost Bandit
The Log Bats Ice Golem Royal Ghost Bandit
Three Musketeers
Goblin Gang Royal Ghost Bats The Log Bandit

Counters to secondary win conditions

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

Goblin Gang Ice Golem Royal Ghost Bandit
Bandit Goblin Gang Ice Golem The Log Royal Ghost
Goblin Gang Bandit Bats Ice Golem The Log
Goblin Gang Bats Ice Golem The Log Bandit
Goblin Gang Three Musketeers Bandit
Bats Goblin Gang Ice Golem Three Musketeers
Goblin Gang Bats Ice Golem Bandit
Bats Ice Golem The Log Bandit
Goblin Gang Three Musketeers
Bats
The Log
Goblin Gang Ice Golem Three Musketeers Bandit
Three Musketeers
Goblin Gang Bats Ice Golem Three Musketeers The Log
Bats Ice Golem The Log Royal Ghost

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.)

Ice Golem The Log Royal Ghost Bandit
The Log Royal Ghost Bandit
The Log Bandit
Ice Golem The Log
The Log
Bats Ice Golem
The Log
The Log Ice Golem
The Log Bandit
Bats Goblin Gang Three Musketeers
The Log Bandit
Ice Golem Three Musketeers The Log Bandit
Bandit
Ice Golem The Log
Three Musketeers The Log Bandit
Three Musketeers The Log Bandit
Three Musketeers
Bats
Three Musketeers The Log Bandit
The Log
The Log
The Log
The Log
Ice Golem The Log
The Log Royal Ghost Bandit
The Log Bandit
The Log Bandit
Bats Ice Golem
Bats
The Log Bandit
The Log
Bats Goblin Gang Bandit
Three Musketeers
The Log
Goblin Gang Three Musketeers
The Log Ice Golem
Three Musketeers
Bats Goblin Gang The Log
Bats
The Log Royal Ghost Bandit

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: