My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Wall Breakers Ram Rider

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 Goblin Gang Baby Dragon Electro Dragon

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 Battle Ram Giant Baby Dragon Electro Dragon

Offensive cards

Win conditions

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

Battle Ram Giant Wall Breakers

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 Battle Ram Giant Wall Breakers

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 Battle Ram Giant Wall Breakers Baby Dragon

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.

Electro Dragon

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 Battle Ram Giant Wall Breakers
Giant Snowball
Bats Goblin Gang Battle Ram Wall Breakers Baby Dragon Electro Dragon
Zap
Bats Goblin Gang Battle Ram Wall Breakers
Barbarian Barrel
Goblin Gang Battle Ram Wall Breakers
The Log
Goblin Gang Battle Ram Wall Breakers
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang Wall Breakers
Royal Delivery
Bats Goblin Gang Battle Ram Wall Breakers Baby Dragon Electro Dragon
Fireball
Goblin Gang Battle Ram Wall Breakers Baby Dragon Electro Dragon
Poison
Bats Goblin Gang Electro Dragon
Lightning
Battle Ram Baby Dragon Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Electro Dragon 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 Battle Ram Baby Dragon

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

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 Wall Breakers The Log Goblin Gang Battle Ram Baby Dragon Giant Electro Dragon

Shortest cycle

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

9 Bats Wall Breakers The Log Goblin Gang

Attack Synergies 3 13

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
Giant Battle Ram Wall Breakers Baby Dragon
Goblin Gang
Battle Ram Giant Baby Dragon
Battle Ram
The Log Bats Goblin Gang Wall Breakers Baby Dragon
Giant
Bats Electro Dragon Goblin Gang Baby Dragon The Log
Wall Breakers
Bats Battle Ram Baby Dragon The Log
Baby Dragon
Bats Goblin Gang Battle Ram Giant Wall Breakers Electro Dragon
Electro Dragon
Giant Baby Dragon
The Log
Battle Ram Giant Wall Breakers

Defense Synergies 0 6

Bats
Baby Dragon The Log
Goblin Gang
The Log
Battle Ram
Giant
Wall Breakers
Baby Dragon
Bats Electro Dragon The Log
Electro Dragon
Baby Dragon The Log
The Log
Bats Goblin Gang Baby Dragon Electro Dragon

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.

Baby Dragon Electro Dragon The Log
Bats Goblin Gang Electro Dragon The Log
Goblin Gang Bats Electro Dragon
Bats Goblin Gang Electro Dragon
The Log
Goblin Gang The Log Bats Baby Dragon Electro Dragon
Bats Goblin Gang Baby Dragon Electro Dragon
Baby Dragon Electro Dragon The Log
Goblin Gang
Goblin Gang
Bats Goblin Gang Baby Dragon Electro Dragon The Log
Bats Goblin Gang Baby Dragon Electro Dragon
Bats Goblin Gang Electro Dragon The Log
Bats Goblin Gang Baby Dragon Electro Dragon The Log
Goblin Gang
Goblin Gang The Log
Bats Goblin Gang Electro Dragon
Bats Goblin Gang Baby Dragon Electro Dragon The Log
Baby Dragon The Log Bats Electro Dragon
Goblin Gang Bats Baby Dragon Electro Dragon The Log

Counters to secondary win conditions

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

Goblin Gang
Goblin Gang Baby Dragon Electro Dragon The Log
Goblin Gang Bats Electro Dragon The Log
Goblin Gang Bats The Log
Goblin Gang
Bats Goblin Gang Baby Dragon Electro Dragon
Goblin Gang Bats
Electro Dragon Bats Baby Dragon The Log
Goblin Gang
Bats Electro Dragon
The Log
Goblin Gang
Baby Dragon Electro Dragon
Goblin Gang Electro Dragon Bats Baby Dragon The Log
Bats Baby Dragon Electro Dragon 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.)

Baby Dragon Electro Dragon The Log
Baby Dragon Electro Dragon The Log
Baby Dragon Electro Dragon The Log
The Log
Baby Dragon The Log
Bats Baby Dragon Electro Dragon
Baby Dragon The Log
The Log Baby Dragon Electro Dragon
The Log Electro Dragon
Bats Goblin Gang Electro Dragon
Electro Dragon The Log
Baby Dragon Electro Dragon
Baby Dragon The Log
Baby Dragon Electro Dragon
Baby Dragon The Log
Baby Dragon Electro Dragon The Log
Baby Dragon Electro Dragon The Log
Bats
Baby Dragon Electro Dragon The Log
Baby Dragon Electro Dragon The Log
Baby Dragon The Log
The Log
Baby Dragon Electro Dragon The Log
The Log Baby Dragon Electro Dragon
The Log Baby Dragon Electro Dragon
Baby Dragon Electro Dragon The Log
Baby Dragon The Log
Bats Baby Dragon Electro Dragon
Electro Dragon Bats
Electro Dragon The Log
Electro Dragon
The Log
Bats Goblin Gang Electro Dragon
Baby Dragon Electro Dragon
The Log
Goblin Gang Baby Dragon Electro Dragon
The Log Baby Dragon Electro Dragon
Electro Dragon
Electro Dragon Bats Goblin Gang Baby Dragon The Log
Bats Electro Dragon
Electro Dragon Baby Dragon The Log

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