My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Rascals Night Witch

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!
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!

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 Three Musketeers Night Witch

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 Three Musketeers Golem Royal Ghost Night Witch

Offensive cards

Win conditions

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

Three Musketeers Golem

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 Royal Ghost

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 Golem Royal Ghost

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.

Golem Royal Ghost

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 Three Musketeers Night Witch
Giant Snowball
Bats Goblin Gang Three Musketeers Night Witch
Zap
Bats Goblin Gang Three Musketeers Night Witch
Barbarian Barrel
Goblin Gang Three Musketeers Royal Ghost Night Witch
The Log
Goblin Gang Three Musketeers
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang Night Witch
Royal Delivery
Bats Goblin Gang Three Musketeers Royal Ghost Night Witch
Fireball
Goblin Gang Three Musketeers Night Witch
Poison
Bats Goblin Gang Three Musketeers Night Witch
Lightning
Three Musketeers Night Witch
Rocket
Three Musketeers Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Royal Ghost

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 Golem Royal Ghost Night Witch

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 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.

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 Arrows Goblin Gang Royal Ghost Night Witch Golem Three Musketeers

Shortest cycle

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

10 Bats The Log Arrows Goblin Gang

Attack Synergies 2 8

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
Golem
Arrows
Golem Night Witch
Goblin Gang
Three Musketeers Golem Royal Ghost
Three Musketeers
Goblin Gang The Log Royal Ghost
Golem
Arrows Night Witch Bats Goblin Gang The Log
The Log
Three Musketeers Golem
Royal Ghost
Goblin Gang Three Musketeers
Night Witch
Golem Arrows

Defense Synergies 0 5

Bats
The Log
Arrows
Goblin Gang
The Log
Three Musketeers
The Log
Golem
The Log
Bats Goblin Gang Three Musketeers Royal Ghost Night Witch
Royal Ghost
The Log
Night Witch
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.

The Log
Bats Goblin Gang Three Musketeers The Log Night Witch
Goblin Gang Three Musketeers Bats Night Witch
Three Musketeers Night Witch Bats Goblin Gang
Arrows The Log
Arrows Goblin Gang The Log Bats Royal Ghost Night Witch
Bats Three Musketeers Arrows Goblin Gang Night Witch
Arrows The Log
Three Musketeers Goblin Gang Night Witch
Goblin Gang Royal Ghost Night Witch
Bats Goblin Gang Arrows The Log Royal Ghost Night Witch
Arrows Three Musketeers Bats Goblin Gang Night Witch
Night Witch Bats Goblin Gang Three Musketeers The Log
Three Musketeers Bats Arrows Goblin Gang The Log Royal Ghost Night Witch
Goblin Gang Three Musketeers
Goblin Gang Three Musketeers The Log
Three Musketeers Bats Arrows Goblin Gang Night Witch
Arrows Bats Goblin Gang Three Musketeers The Log Royal Ghost Night Witch
Arrows The Log Bats Royal Ghost
Three Musketeers
Goblin Gang Royal Ghost Bats Arrows The Log Night Witch

Counters to secondary win conditions

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

Goblin Gang Royal Ghost
Arrows Goblin Gang The Log Royal Ghost
Goblin Gang Bats The Log
Goblin Gang Bats The Log Night Witch
Goblin Gang Three Musketeers Night Witch
Arrows Bats Goblin Gang Three Musketeers
Goblin Gang Bats Night Witch
Bats The Log
Goblin Gang Three Musketeers
Bats
Arrows The Log
Goblin Gang Three Musketeers Night Witch
Three Musketeers
Goblin Gang Bats Three Musketeers The Log Night Witch
Bats Arrows The Log Royal Ghost

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 Royal Ghost
Arrows The Log Royal Ghost
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Bats
Arrows The Log
Arrows The Log
Arrows The Log
Bats Goblin Gang Three Musketeers Night Witch
Arrows The Log
Arrows
Three Musketeers The Log
Arrows
Arrows The Log
Arrows Three Musketeers The Log
Arrows Three Musketeers The Log
Arrows Three Musketeers
Bats Night Witch
Arrows Three Musketeers The Log
Arrows The Log
The Log Night Witch
Arrows
The Log
Arrows The Log
Arrows The Log
Arrows The Log Royal Ghost
Arrows The Log
Arrows The Log
Bats Arrows Night Witch
Bats
Night Witch
Arrows The Log Night Witch
Arrows
Arrows The Log
Bats Goblin Gang Night Witch
Arrows Three Musketeers
Arrows The Log
Goblin Gang Three Musketeers
Arrows The Log
Arrows
Three Musketeers
Bats Goblin Gang The Log
Bats
The Log Royal Ghost

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