My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

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

Skeletons Bats Skeleton Barrel Royal Giant

Offensive cards

Win conditions

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

Skeleton Barrel Royal Giant

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.

Skeleton Barrel Royal Giant

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.

Goblins Skeleton Barrel Royal Giant

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.

Skeleton Barrel

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
Skeletons Bats Skeleton Barrel Royal Giant Guards
Giant Snowball
Skeletons Goblins Bats Skeleton Barrel Guards
Zap
Skeletons Goblins Bats Skeleton Barrel Royal Giant Inferno Tower Guards
Barbarian Barrel
Skeletons Goblins Skeleton Barrel Inferno Tower Guards
The Log
Skeletons Goblins Skeleton Barrel Royal Giant Guards
Earthquake
Skeletons Inferno Tower Guards
Arrows
Skeletons Goblins Bats Skeleton Barrel Guards
Royal Delivery
Skeletons Goblins Bats Skeleton Barrel Guards
Fireball
Skeleton Barrel Inferno Tower
Poison
Bats Skeleton Barrel Inferno Tower Guards
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 Skeleton Barrel Inferno Tower Guards

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

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.

Goblins

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Goblins Bats The Log Skeleton Barrel Guards Inferno Tower Royal Giant

Shortest cycle

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

7 Skeletons Goblins Bats The Log

Attack Synergies 3 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.

Skeletons
Goblins
Royal Giant
Bats
Skeleton Barrel Royal Giant
Skeleton Barrel
Bats Royal Giant Guards
Royal Giant
Bats Skeleton Barrel Goblins Guards The Log
Inferno Tower
Guards
Skeleton Barrel Royal Giant The Log
The Log
Royal Giant Guards

Defense Synergies 2 8

Skeletons
Bats Inferno Tower The Log
Goblins
Inferno Tower The Log
Bats
Skeletons Inferno Tower The Log
Skeleton Barrel
Royal Giant
Inferno Tower
Guards The Log Skeletons Goblins Bats
Guards
Inferno Tower The Log
The Log
Inferno Tower Skeletons Goblins Bats Guards

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.

Skeleton Barrel Inferno Tower The Log
Inferno Tower Skeletons Goblins Bats The Log
Inferno Tower Skeletons Goblins Bats
Inferno Tower Skeletons Goblins Bats Guards
The Log
The Log Skeletons Goblins Bats Guards
Bats Inferno Tower
Skeleton Barrel Inferno Tower The Log
Inferno Tower Skeletons Goblins
Guards Skeletons Goblins Inferno Tower
Goblins Bats Guards Skeletons The Log
Inferno Tower Bats
Inferno Tower Skeletons Bats Guards The Log
Goblins Bats Guards The Log
Inferno Tower
Inferno Tower The Log
Skeletons Goblins Bats Inferno Tower
Goblins Bats Guards The Log
The Log Bats Guards
Inferno Tower
Goblins Bats Guards The Log

Counters to secondary win conditions

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

Guards Skeletons Goblins Inferno Tower
Skeleton Barrel The Log
Guards Skeletons Goblins Bats Inferno Tower The Log
Guards Bats Inferno Tower The Log
Inferno Tower Skeletons Guards
Skeletons Bats Skeleton Barrel
Guards Skeletons Goblins Bats Inferno Tower
Inferno Tower
Skeletons Goblins Bats Inferno Tower The Log
Inferno Tower Skeletons Guards
Bats Inferno Tower Guards
Guards The Log
Skeletons Inferno Tower Guards
Inferno Tower Guards Skeletons Goblins Bats The Log
Bats Inferno Tower 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.)

Skeleton Barrel Guards The Log
Skeleton Barrel The Log
Skeleton Barrel The Log
Skeleton Barrel Guards The Log
The Log
Bats Skeleton Barrel
The Log
The Log Skeleton Barrel
The Log Skeleton Barrel
Goblins Bats Guards
Skeleton Barrel The Log
Skeleton Barrel The Log
Skeleton Barrel
Skeleton Barrel The Log
Skeleton Barrel The Log
Skeleton Barrel The Log
Bats
Skeleton Barrel The Log
Skeleton Barrel The Log
The Log
The Log
Skeleton Barrel The Log
The Log
The Log Skeleton Barrel
Skeleton Barrel The Log
Skeleton Barrel The Log
Bats
Bats Skeleton Barrel Guards
The Log
The Log
Skeleton Barrel Bats Guards
The Log
The Log Skeleton Barrel
Bats Guards The Log
Bats
Skeleton Barrel The Log

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