My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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 Knight Royal Giant Musketeer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

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 Royal Giant

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.

Knight Goblin Gang Royal Giant

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

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 Knight

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.

Royal Giant 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 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 The Log Knight Cannon Goblin Gang Fireball Musketeer Royal Giant

Shortest cycle

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

10 Bats The Log Knight Cannon

Attack Synergies 5 7

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 Royal Giant
Knight
Bats Goblin Gang Musketeer Fireball The Log
Cannon
Goblin Gang
Knight Royal Giant
Royal Giant
Bats Fireball Goblin Gang Musketeer The Log
Fireball
Royal Giant Knight The Log
Musketeer
Knight Royal Giant The Log
The Log
Knight Royal Giant Fireball Musketeer

Defense Synergies 9 9

Bats
Knight Cannon Musketeer The Log
Knight
Bats Cannon Goblin Gang Musketeer Fireball The Log
Cannon
Knight Musketeer The Log Bats Goblin Gang Fireball
Goblin Gang
Knight Musketeer Cannon The Log
Royal Giant
Fireball
The Log Knight Cannon Musketeer
Musketeer
Knight Cannon Goblin Gang The Log Bats Fireball
The Log
Cannon Fireball Musketeer Bats Knight 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.

Knight Cannon Fireball Musketeer The Log
Bats Knight Cannon Goblin Gang Musketeer The Log
Cannon Goblin Gang Bats Knight Musketeer
Cannon Bats Knight Goblin Gang Musketeer
Fireball The Log
Goblin Gang Fireball The Log Bats Cannon Musketeer
Bats Musketeer Cannon Goblin Gang Fireball
Cannon Fireball Musketeer The Log
Cannon Goblin Gang Musketeer
Knight Goblin Gang Cannon Musketeer
Bats Goblin Gang Knight Cannon Fireball Musketeer The Log
Musketeer Bats Goblin Gang Fireball
Cannon Bats Knight Goblin Gang Fireball Musketeer The Log
Fireball Bats Cannon Goblin Gang The Log
Knight Cannon Goblin Gang
Cannon Goblin Gang Fireball The Log
Bats Knight Cannon Goblin Gang Fireball Musketeer
Cannon Fireball Bats Knight Goblin Gang Musketeer The Log
The Log Bats Knight Cannon Fireball Musketeer
Cannon Musketeer
Goblin Gang Bats Knight Cannon Fireball Musketeer 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 Musketeer The Log
Goblin Gang Bats Knight Musketeer The Log
Goblin Gang Bats Knight Fireball Musketeer The Log
Knight Cannon Goblin Gang Musketeer
Fireball Bats Goblin Gang Musketeer
Goblin Gang Bats Knight Fireball Musketeer
Knight
Bats Knight Fireball The Log
Cannon Goblin Gang Musketeer
Bats Knight Musketeer
Fireball The Log
Knight Cannon Goblin Gang Fireball
Cannon Fireball Musketeer
Goblin Gang Bats Knight Fireball Musketeer The Log
Bats Cannon 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 Knight Musketeer The Log
Fireball Musketeer The Log
Fireball The Log
Knight Fireball Musketeer The Log
Fireball The Log
Fireball Bats Musketeer
Musketeer The Log
Fireball The Log
Fireball The Log
Bats Goblin Gang Fireball Musketeer
Knight Fireball Musketeer The Log
Fireball Musketeer
Knight Fireball Musketeer The Log
Fireball Musketeer
Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball
Bats
Fireball Musketeer The Log
Fireball The Log
Fireball Musketeer The Log
Fireball
Musketeer The Log
Fireball Musketeer The Log
The Log Fireball
Fireball The Log Musketeer
Fireball Musketeer The Log
Fireball Musketeer The Log
Bats Fireball Musketeer
Bats Fireball Musketeer
Fireball
Fireball Musketeer The Log
Fireball
Fireball The Log
Bats Goblin Gang Fireball Musketeer
Fireball Musketeer
The Log Fireball
Fireball Knight Goblin Gang Musketeer
The Log Fireball Musketeer
Fireball
Musketeer
Bats Goblin Gang Fireball Musketeer The Log
Bats Fireball Musketeer
Fireball Musketeer The Log

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