My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Bad
F2P score
Mediocre

1 problems 2 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 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 Goblin Gang

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 Lava Hound

Offensive cards

Win conditions

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

Graveyard Lava Hound

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 Elite Barbarians Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Goblin Gang Elite Barbarians Heal Spirit Lava Hound

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.

Elite Barbarians Graveyard

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 Elite Barbarians Guards Graveyard Lava Hound
Giant Snowball
Bats Goblin Gang Guards Graveyard Lava Hound
Zap
Bats Goblin Gang Guards Graveyard Lava Hound
Barbarian Barrel
Goblin Gang Elite Barbarians Heal Spirit Guards Graveyard
The Log
Goblin Gang Elite Barbarians Heal Spirit Guards Graveyard
Earthquake
Goblin Gang Guards Graveyard
Arrows
Bats Goblin Gang Heal Spirit Guards Graveyard Lava Hound
Royal Delivery
Bats Goblin Gang Elite Barbarians Heal Spirit Guards Graveyard Lava Hound
Fireball
Goblin Gang Elite Barbarians Lava Hound
Poison
Bats Goblin Gang Guards Graveyard Lava Hound
Lightning
Elite Barbarians
Rocket
Elite Barbarians

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

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 Heal Spirit 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.

Elite Barbarians Graveyard

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 Heal Spirit Lava Hound

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Bats The Log Goblin Gang Guards Graveyard Elite Barbarians Lava Hound

Shortest cycle

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

8 Heal Spirit Bats The Log Goblin Gang

Attack Synergies 2 12

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
Lava Hound Elite Barbarians Graveyard
Goblin Gang
Lava Hound
Elite Barbarians
Heal Spirit Bats The Log Graveyard
Heal Spirit
Elite Barbarians Guards Graveyard
Guards
Heal Spirit The Log Graveyard Lava Hound
The Log
Elite Barbarians Guards Graveyard
Graveyard
Bats Elite Barbarians Heal Spirit Guards The Log Lava Hound
Lava Hound
Bats Goblin Gang Guards Graveyard

Defense Synergies 0 5

Bats
The Log
Goblin Gang
Guards The Log
Elite Barbarians
The Log
Heal Spirit
Guards
Goblin Gang The Log
The Log
Bats Goblin Gang Elite Barbarians Guards
Graveyard
Lava Hound

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.

The Log
Elite Barbarians Bats Goblin Gang The Log
Goblin Gang Bats Elite Barbarians
Elite Barbarians Bats Goblin Gang Guards
Elite Barbarians The Log
Goblin Gang The Log Bats Guards
Bats Goblin Gang
The Log
Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Guards
Bats Goblin Gang Guards The Log
Bats Goblin Gang
Bats Goblin Gang Elite Barbarians Guards The Log
Bats Goblin Gang Guards The Log
Elite Barbarians Goblin Gang
Goblin Gang Elite Barbarians The Log
Bats Goblin Gang Elite Barbarians
Bats Goblin Gang Elite Barbarians Guards The Log
The Log Bats Guards
Elite Barbarians
Goblin Gang Bats Elite Barbarians Guards The Log

Counters to secondary win conditions

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

Goblin Gang Guards Elite Barbarians
Goblin Gang Elite Barbarians The Log
Goblin Gang Guards Bats Elite Barbarians The Log
Goblin Gang Guards Bats Elite Barbarians The Log
Goblin Gang Elite Barbarians Guards
Bats Goblin Gang
Goblin Gang Guards Bats Elite Barbarians
Elite Barbarians
Bats Elite Barbarians The Log
Goblin Gang Guards
Bats Elite Barbarians Guards
Elite Barbarians Guards The Log
Elite Barbarians Goblin Gang Guards
Goblin Gang Elite Barbarians Guards Bats The Log
Bats Elite Barbarians 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.)

Guards The Log
The Log
The Log
Guards The Log
The Log
Bats
The Log
The Log
The Log
Bats Goblin Gang Elite Barbarians Guards
The Log
Elite Barbarians The Log
Elite Barbarians The Log
The Log
The Log
Bats
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
Elite Barbarians Bats
Bats Guards
Elite Barbarians
The Log
The Log
Bats Goblin Gang Guards
The Log
Goblin Gang
The Log
Elite Barbarians
Bats Goblin Gang Elite Barbarians Guards The Log
Bats
The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: