My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

The Log Royal Ghost Bandit Electro Wizard

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Goblin Gang Zappies Goblin Giant

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.

Skeletons Archers Knight Zappies Cannon Cart Goblin Giant

Offensive cards

Win conditions

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

Goblin 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.

Goblin Gang Cannon Cart Goblin 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.

Knight Goblin Gang Cannon Cart Goblin 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
Skeletons Archers Goblin Gang Cannon Cart
Giant Snowball
Skeletons Archers Goblin Gang Zappies
Zap
Skeletons Archers Goblin Gang Zappies Cannon Cart Goblin Giant
Barbarian Barrel
Skeletons Archers Knight Goblin Gang Zappies Cannon Cart
The Log
Skeletons Archers Goblin Gang Zappies Cannon Cart
Earthquake
Skeletons Archers Goblin Gang Zappies
Arrows
Skeletons Archers Goblin Gang Zappies
Royal Delivery
Skeletons Archers Knight Goblin Gang Zappies Cannon Cart
Fireball
Archers Goblin Gang Zappies Cannon Cart
Poison
Archers Goblin Gang Zappies
Lightning
Knight Cannon Cart
Rocket
Cannon Cart

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.

Knight

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

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.

Skeletons The Log Archers Knight Goblin Gang Zappies Cannon Cart Goblin Giant

Shortest cycle

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

9 Skeletons The Log Archers Knight

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.

Skeletons
Archers
Knight Goblin Giant
Knight
Archers Goblin Gang Zappies Cannon Cart The Log
Goblin Gang
Knight Cannon Cart Goblin Giant
Zappies
Knight Cannon Cart Goblin Giant
Cannon Cart
The Log Knight Goblin Gang Zappies
Goblin Giant
Archers Goblin Gang Zappies The Log
The Log
Cannon Cart Knight Goblin Giant

Defense Synergies 2 18

Skeletons
Archers Knight Zappies Cannon Cart The Log
Archers
Knight Skeletons Goblin Gang Cannon Cart Goblin Giant The Log
Knight
Archers Goblin Gang Skeletons Zappies Cannon Cart The Log
Goblin Gang
Knight Archers Zappies Cannon Cart The Log
Zappies
Skeletons Knight Goblin Gang Cannon Cart The Log
Cannon Cart
Skeletons Archers Knight Goblin Gang Zappies
Goblin Giant
Archers The Log
The Log
Skeletons Archers Knight Goblin Gang Zappies Goblin Giant

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.

Cannon Cart Knight Zappies Goblin Giant The Log
Skeletons Knight Goblin Gang Zappies Cannon Cart The Log
Goblin Gang Skeletons Archers Knight Zappies Cannon Cart
Skeletons Knight Goblin Gang Zappies Cannon Cart
The Log
Goblin Gang The Log Skeletons Archers Zappies Cannon Cart
Archers Goblin Gang Zappies
Cannon Cart Goblin Giant The Log
Zappies Skeletons Goblin Gang
Knight Goblin Gang Skeletons Archers Zappies Cannon Cart
Archers Goblin Gang Skeletons Knight Zappies Cannon Cart Goblin Giant The Log
Archers Goblin Gang Zappies
Skeletons Knight Goblin Gang Zappies Cannon Cart The Log
Goblin Gang Zappies Cannon Cart The Log
Knight Goblin Gang Zappies Cannon Cart
Goblin Gang Zappies The Log
Skeletons Knight Goblin Gang Zappies Cannon Cart
Archers Knight Goblin Gang Zappies Cannon Cart The Log
The Log Archers Knight Zappies Cannon Cart
Zappies Cannon Cart
Goblin Gang Archers Knight Zappies Cannon Cart Goblin Giant The Log

Counters to secondary win conditions

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

Knight Goblin Gang Skeletons Archers Zappies Cannon Cart
Archers Knight Goblin Gang Cannon Cart The Log
Goblin Gang Zappies Skeletons Knight Cannon Cart Goblin Giant The Log
Goblin Gang Knight Zappies Cannon Cart Goblin Giant The Log
Skeletons Knight Goblin Gang Zappies Cannon Cart Goblin Giant
Skeletons Archers Goblin Gang Zappies Goblin Giant
Goblin Gang Skeletons Archers Knight Zappies Cannon Cart Goblin Giant
Knight Zappies Cannon Cart Goblin Giant
Skeletons Knight Zappies Cannon Cart The Log
Skeletons Goblin Gang Zappies Goblin Giant
Knight Zappies Cannon Cart
Goblin Giant The Log
Cannon Cart Skeletons Knight Goblin Gang Zappies Goblin Giant
Archers Zappies Cannon Cart
Goblin Gang Zappies Skeletons Archers Knight Cannon Cart Goblin Giant The Log
Archers Zappies Cannon Cart 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.)

Knight The Log
The Log
Cannon Cart Goblin Giant The Log
Cannon Cart Knight The Log
The Log
Goblin Giant
Archers The Log
The Log
The Log
Goblin Gang
Knight Cannon Cart The Log
Archers
Knight Cannon Cart The Log
Cannon Cart
Cannon Cart The Log
Cannon Cart The Log
Cannon Cart The Log
Archers The Log
The Log
The Log
The Log
Cannon Cart The Log
The Log
The Log
The Log
The Log
Archers
Zappies
The Log
Zappies
The Log
Archers Goblin Gang Zappies Cannon Cart
Archers Zappies
The Log
Knight Goblin Gang Cannon Cart
The Log
Cannon Cart
Goblin Gang Zappies The Log
Zappies
Cannon Cart Goblin Giant The Log

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