My Best Clash Royale Deck

Deck Check Rating

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

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 Ice Wizard

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 Ice Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball Tornado 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.

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 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 Hog Rider
Giant Snowball
Bats Goblin Gang Hog Rider
Zap
Bats Goblin Gang
Barbarian Barrel
Knight Goblin Gang Ice Wizard
The Log
Goblin Gang Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Hog Rider Ice Wizard
Fireball
Goblin Gang Hog Rider Ice Wizard
Poison
Bats Goblin Gang Ice Wizard
Lightning
Knight Ice Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado The Log Ice Wizard

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 Knight Tornado Ice Wizard

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 Fireball Ice Wizard

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.

Good

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 Goblin Gang Tornado Ice Wizard Fireball Hog Rider

Shortest cycle

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

10 Bats The Log Knight Goblin Gang

Attack Synergies 8 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 Hog Rider
Knight
Bats Goblin Gang Hog Rider Fireball The Log Ice Wizard
Goblin Gang
Knight Hog Rider
Fireball
Hog Rider Tornado Knight The Log
Hog Rider
Bats Knight Goblin Gang Fireball The Log Tornado
Tornado
Fireball Hog Rider The Log Ice Wizard
The Log
Hog Rider Knight Fireball Tornado
Ice Wizard
Knight Tornado

Defense Synergies 6 10

Bats
Knight The Log Ice Wizard
Knight
Bats Goblin Gang Ice Wizard Fireball Tornado The Log
Goblin Gang
Knight The Log Ice Wizard
Fireball
Tornado The Log Knight Ice Wizard
Hog Rider
Tornado
Fireball Ice Wizard Knight The Log
The Log
Fireball Bats Knight Goblin Gang Tornado Ice Wizard
Ice Wizard
Knight Tornado Bats Goblin Gang Fireball 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.

Knight Fireball The Log
Bats Knight Goblin Gang The Log Ice Wizard
Goblin Gang Tornado Bats Knight Ice Wizard
Bats Knight Goblin Gang Ice Wizard
Fireball Tornado The Log
Goblin Gang Fireball Tornado The Log Bats Ice Wizard
Bats Tornado Goblin Gang Fireball Ice Wizard
Fireball The Log
Goblin Gang Tornado Ice Wizard
Knight Goblin Gang Tornado Ice Wizard
Bats Goblin Gang Ice Wizard Knight Fireball Tornado The Log
Bats Goblin Gang Fireball Tornado Ice Wizard
Bats Knight Goblin Gang Fireball The Log Ice Wizard
Fireball Bats Goblin Gang Tornado The Log
Knight Goblin Gang
Tornado Goblin Gang Fireball The Log
Bats Knight Goblin Gang Fireball Tornado
Fireball Bats Knight Goblin Gang Tornado The Log Ice Wizard
Tornado The Log Bats Knight Fireball Ice Wizard
Tornado
Goblin Gang Bats Knight Fireball 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 The Log
Goblin Gang Bats Knight The Log
Goblin Gang Bats Knight Fireball Tornado The Log
Knight Goblin Gang
Fireball Bats Goblin Gang Tornado Ice Wizard
Goblin Gang Bats Knight Fireball Ice Wizard
Knight
Bats Knight Fireball Tornado The Log
Goblin Gang
Bats Knight
Fireball Tornado The Log
Knight Goblin Gang Fireball
Fireball
Goblin Gang Bats Knight Fireball Tornado The Log
Bats Fireball The Log Ice Wizard

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 The Log
Fireball Tornado The Log Ice Wizard
Fireball The Log
Knight Fireball The Log
Fireball The Log
Fireball Bats Tornado Ice Wizard
Tornado The Log
Fireball The Log Tornado Ice Wizard
Fireball The Log Tornado
Bats Goblin Gang Fireball Tornado
Knight Fireball Tornado The Log
Fireball Tornado
Knight Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Tornado
Bats
Fireball The Log
Fireball Tornado The Log
Fireball The Log
Fireball Tornado
Tornado The Log
Fireball The Log
Tornado The Log Fireball Ice Wizard
Fireball The Log Tornado Ice Wizard
Fireball Tornado The Log
Fireball Tornado The Log
Bats Fireball Tornado Ice Wizard
Bats Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log
Bats Goblin Gang Fireball
Fireball Tornado Ice Wizard
The Log Fireball
Fireball Knight Goblin Gang
The Log Fireball
Fireball Tornado
Bats Goblin Gang Fireball Tornado The Log
Bats Fireball Tornado
Fireball Tornado The Log

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