My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Goblin Gang Musketeer

Defensive buildings

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

Cannon

Investments

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

Bats Musketeer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Fireball The Log

Punishments

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

Goblin Gang

Pump responses

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

Fireball

Dropped at the bridge

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

Goblin Gang Barbarians

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
Giant Snowball
Bats Cannon Goblin Gang Barbarians Musketeer
Zap
Bats Cannon Goblin Gang
Barbarian Barrel
Cannon Goblin Gang Barbarians Musketeer
The Log
Cannon Goblin Gang Barbarians Musketeer
Earthquake
Cannon Goblin Gang Barbarians
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Barbarians Musketeer
Fireball
Cannon Goblin Gang Barbarians Musketeer
Poison
Bats Cannon Goblin Gang Barbarians Musketeer
Lightning
Cannon Musketeer
Rocket
Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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

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 Barbarians Fireball Musketeer

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 Cannon Goblin Gang Fireball Musketeer Barbarians

Shortest cycle

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

9 Bats Zap The Log Cannon

Attack Synergies 1 5

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
Zap
Zap
Fireball Bats Musketeer The Log
Cannon
Goblin Gang
Barbarians
Fireball
Zap The Log
Musketeer
Zap The Log
The Log
Zap Fireball Musketeer

Defense Synergies 7 13

Bats
Zap Cannon Musketeer The Log
Zap
Cannon Fireball Bats Goblin Gang Barbarians Musketeer The Log
Cannon
Zap Musketeer The Log Bats Goblin Gang Fireball
Goblin Gang
Musketeer Zap Cannon Barbarians The Log
Barbarians
Zap Goblin Gang
Fireball
Zap The Log Cannon Musketeer
Musketeer
Cannon Goblin Gang The Log Bats Zap Fireball
The Log
Cannon Fireball Musketeer Bats Zap Goblin Gang

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 Cannon Fireball Musketeer The Log
Barbarians Bats Zap Cannon Goblin Gang Musketeer The Log
Cannon Goblin Gang Barbarians Bats Musketeer
Cannon Barbarians Bats Goblin Gang Musketeer
Barbarians Fireball The Log
Goblin Gang Fireball The Log Bats Zap Cannon Musketeer
Bats Musketeer Zap Cannon Goblin Gang Fireball
Zap Cannon Barbarians Fireball Musketeer The Log
Cannon Barbarians Goblin Gang Musketeer
Goblin Gang Cannon Barbarians Musketeer
Bats Goblin Gang Barbarians Zap Cannon Fireball Musketeer The Log
Musketeer Bats Zap Goblin Gang Fireball
Cannon Barbarians Bats Zap Goblin Gang Fireball Musketeer The Log
Fireball Bats Zap Cannon Goblin Gang Barbarians The Log
Barbarians Cannon Goblin Gang
Barbarians Zap Cannon Goblin Gang Fireball The Log
Barbarians Bats Cannon Goblin Gang Fireball Musketeer
Cannon Fireball Bats Zap Goblin Gang Barbarians Musketeer The Log
Zap The Log Bats Cannon Barbarians Fireball Musketeer
Barbarians Cannon Musketeer
Goblin Gang Bats Cannon Barbarians Fireball Musketeer The Log

Counters to secondary win conditions

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

Goblin Gang Barbarians Zap Fireball
Fireball Zap Goblin Gang Musketeer The Log
Goblin Gang Barbarians Bats Zap Musketeer The Log
Goblin Gang Bats Zap Barbarians Fireball Musketeer The Log
Barbarians Cannon Goblin Gang Musketeer
Fireball Bats Zap Goblin Gang Musketeer
Goblin Gang Bats Barbarians Fireball Musketeer
Barbarians
Zap Bats Barbarians Fireball The Log
Cannon Goblin Gang Barbarians Musketeer
Bats Barbarians Musketeer
Zap Barbarians Fireball The Log
Barbarians Cannon Goblin Gang Fireball
Cannon Barbarians Fireball Musketeer
Goblin Gang Barbarians Bats Zap Fireball Musketeer The Log
Bats Zap Cannon Barbarians Fireball Musketeer 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 Musketeer The Log
Fireball Zap Musketeer The Log
Fireball The Log
Barbarians Fireball Musketeer The Log
Fireball Zap The Log
Fireball Bats Zap Musketeer
Musketeer The Log
Fireball The Log Zap
Fireball The Log Zap
Bats Goblin Gang Fireball Musketeer
Zap Fireball Musketeer The Log
Fireball Zap Musketeer
Fireball Musketeer The Log
Fireball Musketeer
Zap Fireball Musketeer The Log
Zap Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball
Bats
Zap Fireball Musketeer The Log
Zap Fireball The Log
Fireball Musketeer The Log
Fireball
Musketeer The Log
Zap Barbarians Fireball Musketeer The Log
Zap The Log Fireball
Fireball The Log Zap Musketeer
Fireball Zap Musketeer The Log
Fireball Zap Musketeer The Log
Bats Zap Fireball Musketeer
Zap Bats Fireball Musketeer
Fireball
Zap Fireball Musketeer The Log
Zap Fireball
Fireball The Log
Zap Bats Goblin Gang Barbarians Fireball Musketeer
Fireball Zap Musketeer
The Log Fireball
Fireball Goblin Gang Musketeer
The Log Zap Fireball Musketeer
Zap Fireball
Musketeer
Zap Bats Goblin Gang Fireball Musketeer The Log
Bats Zap Fireball Musketeer
Zap Fireball Musketeer The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: