My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Good

1 problems 3 warnings Why?

Missing cards in your collection

Royal Ghost Magic Archer

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Minions Goblin Gang 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 Wizard P.E.K.K.A Lumberjack

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Lumberjack

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.

Goblin Gang P.E.K.K.A Lumberjack

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.

Lumberjack

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 Minions Goblin Gang
Giant Snowball
Bats Minions Goblin Gang Lumberjack
Zap
Bats Minions Goblin Gang
Barbarian Barrel
Goblin Gang Wizard Lumberjack
The Log
Goblin Gang Lumberjack
Earthquake
Goblin Gang
Arrows
Bats Minions Goblin Gang
Royal Delivery
Bats Minions Goblin Gang Wizard P.E.K.K.A Lumberjack
Fireball
Minions Goblin Gang Wizard Lumberjack
Poison
Bats Minions Goblin Gang Wizard
Lightning
Wizard Lumberjack
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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 Arrows P.E.K.K.A

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.

Minions Goblin Gang 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 Arrows Minions Goblin Gang Lumberjack Wizard P.E.K.K.A

Shortest cycle

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

10 Bats The Log Arrows Minions

Attack Synergies 1 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
Minions P.E.K.K.A Lumberjack
Arrows
P.E.K.K.A Lumberjack
Minions
Bats P.E.K.K.A Lumberjack
Goblin Gang
P.E.K.K.A
Wizard
P.E.K.K.A Lumberjack
P.E.K.K.A
Arrows Bats Minions Goblin Gang Wizard The Log Lumberjack
The Log
P.E.K.K.A Lumberjack
Lumberjack
Bats Arrows Minions Wizard P.E.K.K.A The Log

Defense Synergies 1 16

Bats
Minions P.E.K.K.A The Log Lumberjack
Arrows
P.E.K.K.A Lumberjack
Minions
Bats P.E.K.K.A The Log Lumberjack
Goblin Gang
P.E.K.K.A The Log Lumberjack
Wizard
P.E.K.K.A The Log Lumberjack
P.E.K.K.A
The Log Bats Arrows Minions Goblin Gang Wizard
The Log
P.E.K.K.A Bats Minions Goblin Gang Wizard Lumberjack
Lumberjack
Bats Arrows Minions Goblin Gang Wizard 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.

Minions Wizard The Log
P.E.K.K.A Lumberjack Bats Minions Goblin Gang The Log
Goblin Gang P.E.K.K.A Lumberjack Bats Minions
P.E.K.K.A Lumberjack Bats Minions Goblin Gang
Arrows P.E.K.K.A The Log Lumberjack
Arrows Goblin Gang The Log Bats Minions Lumberjack
Bats Minions Arrows Goblin Gang Wizard
Arrows P.E.K.K.A The Log
P.E.K.K.A Minions Goblin Gang Lumberjack
Goblin Gang Lumberjack
Bats Minions Goblin Gang Arrows Wizard The Log Lumberjack
Arrows Minions Bats Goblin Gang Wizard
P.E.K.K.A Lumberjack Bats Minions Goblin Gang Wizard The Log
Wizard Bats Arrows Minions Goblin Gang P.E.K.K.A The Log Lumberjack
P.E.K.K.A Goblin Gang Lumberjack
Goblin Gang P.E.K.K.A The Log Lumberjack
Wizard Bats Arrows Minions Goblin Gang P.E.K.K.A Lumberjack
Arrows Bats Minions Goblin Gang Wizard The Log Lumberjack
Arrows Wizard The Log Bats Minions Lumberjack
P.E.K.K.A Lumberjack
Goblin Gang Wizard Bats Arrows Minions P.E.K.K.A The Log Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack P.E.K.K.A
Arrows Goblin Gang Wizard The Log Lumberjack
Goblin Gang P.E.K.K.A Lumberjack Bats Minions The Log
Goblin Gang P.E.K.K.A Lumberjack Bats The Log
P.E.K.K.A Goblin Gang Lumberjack
Arrows Wizard Bats Minions Goblin Gang
Goblin Gang P.E.K.K.A Bats Minions Lumberjack
P.E.K.K.A Lumberjack
P.E.K.K.A Bats Minions The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Minions Lumberjack
P.E.K.K.A Arrows The Log
P.E.K.K.A Goblin Gang Wizard Lumberjack
Wizard
Goblin Gang Bats Minions P.E.K.K.A The Log Lumberjack
Bats Arrows Minions Wizard P.E.K.K.A 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.)

Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Wizard Arrows The Log
Arrows Wizard Bats Minions
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Bats Minions Goblin Gang Lumberjack
Arrows Wizard The Log
Arrows Wizard
The Log
Arrows Minions
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Bats Minions
Arrows Wizard The Log
Arrows Wizard The Log
Minions The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard
Arrows The Log Wizard
Arrows Wizard The Log
Arrows The Log
Bats Arrows Wizard
Bats Minions Wizard
Arrows Wizard The Log
Arrows
P.E.K.K.A
Arrows Wizard The Log
Bats Minions Goblin Gang
Arrows Wizard
Arrows The Log
Goblin Gang Wizard Lumberjack
Arrows The Log Wizard
Arrows
P.E.K.K.A
Bats Minions Goblin Gang The Log
Bats
The Log

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