My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Rascals

Deck tips

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

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.

Bats Wizard Three Musketeers

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 Three Musketeers

Offensive cards

Win conditions

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

Hog Rider Three Musketeers

Damage spells

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

Zap The Log

Punishments

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

Elite Barbarians Hog Rider

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.

Goblins Elite Barbarians 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.

Elite Barbarians 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 Elite Barbarians Hog Rider Three Musketeers
Giant Snowball
Goblins Bats Hog Rider Three Musketeers
Zap
Goblins Bats Three Musketeers
Barbarian Barrel
Goblins Elite Barbarians Wizard Three Musketeers
The Log
Goblins Elite Barbarians Hog Rider Three Musketeers
Earthquake
Hog Rider
Arrows
Goblins Bats
Royal Delivery
Goblins Bats Elite Barbarians Hog Rider Wizard Three Musketeers
Fireball
Elite Barbarians Hog Rider Wizard Three Musketeers
Poison
Bats Wizard Three Musketeers
Lightning
Elite Barbarians Wizard Three Musketeers
Rocket
Elite Barbarians Hog Rider Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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

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

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.

Goblins Wizard Three Musketeers

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.

Goblins Bats Zap The Log Hog Rider Wizard Elite Barbarians Three Musketeers

Shortest cycle

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

8 Goblins Bats Zap The Log

Attack Synergies 5 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.

Goblins
Hog Rider Zap
Bats
Hog Rider Zap Elite Barbarians
Zap
Elite Barbarians Hog Rider Goblins Bats Three Musketeers The Log
Elite Barbarians
Zap Bats Hog Rider Wizard Three Musketeers The Log
Hog Rider
Goblins Bats Zap The Log Elite Barbarians Wizard Three Musketeers
Wizard
Elite Barbarians Hog Rider
Three Musketeers
Zap Elite Barbarians Hog Rider The Log
The Log
Hog Rider Zap Elite Barbarians Three Musketeers

Defense Synergies 0 12

Goblins
Zap Wizard The Log
Bats
Zap The Log
Zap
Goblins Bats Elite Barbarians Three Musketeers The Log
Elite Barbarians
Zap Wizard The Log
Hog Rider
Wizard
Goblins Elite Barbarians The Log
Three Musketeers
Zap The Log
The Log
Goblins Bats Zap Elite Barbarians Wizard Three Musketeers

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.

Zap Wizard The Log
Elite Barbarians Goblins Bats Zap Three Musketeers The Log
Three Musketeers Goblins Bats Elite Barbarians
Elite Barbarians Three Musketeers Goblins Bats
Elite Barbarians The Log
The Log Goblins Bats Zap
Bats Three Musketeers Zap Wizard
Zap The Log
Three Musketeers Goblins Elite Barbarians
Elite Barbarians Goblins
Goblins Bats Zap Wizard The Log
Three Musketeers Bats Zap Wizard
Bats Zap Elite Barbarians Wizard Three Musketeers The Log
Wizard Three Musketeers Goblins Bats Zap The Log
Elite Barbarians Three Musketeers
Zap Elite Barbarians Three Musketeers The Log
Wizard Three Musketeers Goblins Bats Elite Barbarians
Goblins Bats Zap Elite Barbarians Wizard Three Musketeers The Log
Zap Wizard The Log Bats
Elite Barbarians Three Musketeers
Wizard Goblins Bats Elite Barbarians The Log

Counters to secondary win conditions

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

Goblins Zap Elite Barbarians
Zap Elite Barbarians Wizard The Log
Goblins Bats Zap Elite Barbarians The Log
Bats Zap Elite Barbarians The Log
Elite Barbarians Three Musketeers
Wizard Bats Zap Three Musketeers
Goblins Bats Elite Barbarians
Elite Barbarians
Zap Goblins Bats Elite Barbarians The Log
Three Musketeers
Bats Elite Barbarians
Zap Elite Barbarians The Log
Elite Barbarians Wizard Three Musketeers
Wizard Three Musketeers
Elite Barbarians Goblins Bats Zap Three Musketeers The Log
Bats Zap Elite Barbarians Wizard 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.)

The Log
Zap The Log
The Log
The Log
Wizard Zap The Log
Wizard Bats Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Goblins Bats Elite Barbarians Three Musketeers
Zap Wizard The Log
Zap Wizard
Elite Barbarians Three Musketeers The Log
Zap Elite Barbarians The Log
Zap Wizard Three Musketeers The Log
Wizard Three Musketeers The Log
Three Musketeers
Bats
Zap Wizard Three Musketeers The Log
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Elite Barbarians Bats Zap Wizard
Zap Bats Wizard
Elite Barbarians
Zap Wizard The Log
Zap
Wizard The Log
Zap Bats
Zap Wizard Three Musketeers
The Log
Wizard Three Musketeers
The Log Zap Wizard
Zap
Elite Barbarians Three Musketeers
Zap Bats Elite Barbarians The Log
Bats Zap
Zap The Log

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