My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Ram Rider

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!

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 Electro 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 Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

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 Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

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 Giant Skeleton

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 Goblin Barrel Giant Skeleton Electro Wizard

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

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 Knight Giant Skeleton

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.

Goblin Barrel

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 Goblin Barrel Electro 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.

Mediocre

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 Goblin Barrel Hog Rider Electro Wizard Giant Skeleton

Shortest cycle

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

10 Bats The Log Knight Goblin Gang

Attack Synergies 9 10

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 Giant Skeleton Goblin Barrel
Knight
Bats Goblin Gang Hog Rider Goblin Barrel The Log Electro Wizard
Goblin Gang
Knight Hog Rider Goblin Barrel Giant Skeleton
Hog Rider
Bats Knight Goblin Gang The Log Goblin Barrel Giant Skeleton Electro Wizard
Goblin Barrel
Knight Goblin Gang Bats Hog Rider Giant Skeleton
Giant Skeleton
Bats Goblin Gang Hog Rider Goblin Barrel The Log Electro Wizard
The Log
Hog Rider Knight Giant Skeleton
Electro Wizard
Knight Hog Rider Giant Skeleton

Defense Synergies 3 10

Bats
Knight Giant Skeleton The Log Electro Wizard
Knight
Bats Goblin Gang Electro Wizard The Log
Goblin Gang
Knight Giant Skeleton The Log Electro Wizard
Hog Rider
Goblin Barrel
Giant Skeleton
Bats Goblin Gang The Log Electro Wizard
The Log
Bats Knight Goblin Gang Giant Skeleton Electro Wizard
Electro Wizard
Knight Bats Goblin Gang Giant Skeleton 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 The Log Electro Wizard
Bats Knight Goblin Gang The Log Electro Wizard
Goblin Gang Bats Knight Giant Skeleton Electro Wizard
Bats Knight Goblin Gang Electro Wizard
Giant Skeleton The Log
Goblin Gang The Log Bats Electro Wizard
Bats Electro Wizard Goblin Gang
Giant Skeleton The Log Electro Wizard
Goblin Gang
Knight Goblin Gang Giant Skeleton Electro Wizard
Bats Goblin Gang Electro Wizard Knight Giant Skeleton The Log
Bats Goblin Gang Electro Wizard
Bats Knight Goblin Gang Giant Skeleton The Log Electro Wizard
Bats Goblin Gang The Log Electro Wizard
Knight Goblin Gang Electro Wizard
Goblin Gang The Log Electro Wizard
Bats Knight Goblin Gang Electro Wizard
Bats Knight Goblin Gang The Log Electro Wizard
The Log Bats Knight Giant Skeleton Electro Wizard
Electro Wizard
Goblin Gang Bats Knight Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Giant Skeleton Electro Wizard
Electro Wizard Knight Goblin Gang The Log
Goblin Gang Giant Skeleton Bats Knight The Log Electro Wizard
Goblin Gang Giant Skeleton Bats Knight The Log Electro Wizard
Giant Skeleton Knight Goblin Gang
Bats Goblin Gang Electro Wizard
Goblin Gang Bats Knight Giant Skeleton Electro Wizard
Giant Skeleton Knight
Giant Skeleton Electro Wizard Bats Knight The Log
Goblin Gang
Bats Knight Giant Skeleton
Giant Skeleton The Log Electro Wizard
Giant Skeleton Knight Goblin Gang
Goblin Gang Electro Wizard Bats Knight Giant Skeleton The Log
Bats Giant Skeleton The Log Electro 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.)

Knight Giant Skeleton The Log
The Log Electro Wizard
Giant Skeleton The Log
Knight Giant Skeleton The Log
The Log
Bats
The Log
The Log
The Log
Bats Goblin Gang Electro Wizard
Knight The Log Electro Wizard
Knight The Log
The Log
The Log
The Log
Bats
The Log Electro Wizard
The Log
Giant Skeleton The Log
The Log
The Log
The Log
The Log Electro Wizard
The Log
The Log
Bats Electro Wizard
Electro Wizard Bats
The Log
Electro Wizard
Giant Skeleton
The Log
Electro Wizard Bats Goblin Gang
Electro Wizard
The Log
Knight Goblin Gang Electro Wizard
The Log
Giant Skeleton
Bats Goblin Gang Giant Skeleton The Log Electro Wizard
Bats Electro Wizard
Giant Skeleton The Log Electro Wizard

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