My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

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!
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 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 Goblin Gang Dart Goblin

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 Mega Knight

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.

Rage The Log

Punishments

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

Goblin Gang Mega Knight

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.

Knight Goblin Gang Dart Goblin Mega Knight

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
Giant Snowball
Bats Cannon Goblin Gang Dart Goblin
Zap
Bats Cannon Goblin Gang Dart Goblin
Barbarian Barrel
Knight Cannon Goblin Gang Dart Goblin
The Log
Cannon Goblin Gang Dart Goblin
Earthquake
Cannon Goblin Gang
Arrows
Bats Goblin Gang Dart Goblin
Royal Delivery
Bats Knight Goblin Gang Dart Goblin
Fireball
Cannon Goblin Gang Dart Goblin
Poison
Bats Cannon Goblin Gang Dart Goblin
Lightning
Knight Cannon
Rocket

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 Mega Knight

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 Rage Mega Knight

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 Dart Goblin

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 Rage The Log Knight Cannon Goblin Gang Dart Goblin Mega Knight

Shortest cycle

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

9 Bats Rage The Log Knight

Attack Synergies 4 6

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 Mega Knight Rage
Knight
Bats Goblin Gang Dart Goblin The Log
Cannon
Goblin Gang
Knight Dart Goblin
Dart Goblin
Knight Goblin Gang The Log Mega Knight
Rage
Bats
The Log
Knight Dart Goblin Mega Knight
Mega Knight
Bats Dart Goblin The Log

Defense Synergies 5 12

Bats
Knight Cannon Dart Goblin The Log Mega Knight
Knight
Bats Cannon Goblin Gang Dart Goblin The Log
Cannon
Knight The Log Bats Goblin Gang Dart Goblin
Goblin Gang
Knight Cannon Dart Goblin The Log
Dart Goblin
Knight Bats Cannon Goblin Gang The Log Mega Knight
Rage
The Log
Cannon Bats Knight Goblin Gang Dart Goblin Mega Knight
Mega Knight
Bats Dart Goblin 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 Cannon Dart Goblin The Log
Bats Knight Cannon Goblin Gang Dart Goblin The Log Mega Knight
Cannon Goblin Gang Mega Knight Bats Knight Dart Goblin
Cannon Bats Knight Goblin Gang Dart Goblin Mega Knight
The Log Mega Knight
Goblin Gang The Log Bats Cannon Dart Goblin Mega Knight
Bats Dart Goblin Cannon Goblin Gang
Cannon Dart Goblin The Log Mega Knight
Cannon Goblin Gang
Knight Goblin Gang Cannon Dart Goblin Mega Knight
Bats Goblin Gang Dart Goblin Knight Cannon The Log Mega Knight
Bats Goblin Gang Dart Goblin
Cannon Mega Knight Bats Knight Goblin Gang The Log
Mega Knight Bats Cannon Goblin Gang Dart Goblin The Log
Knight Cannon Goblin Gang Mega Knight
Cannon Goblin Gang The Log Mega Knight
Mega Knight Bats Knight Cannon Goblin Gang
Cannon Mega Knight Bats Knight Goblin Gang Dart Goblin The Log
The Log Bats Knight Cannon Dart Goblin Mega Knight
Cannon Dart Goblin
Goblin Gang Mega Knight Bats Knight Cannon Dart Goblin The Log

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight
Knight Goblin Gang The Log Mega Knight
Goblin Gang Mega Knight Bats Knight The Log
Goblin Gang Mega Knight Bats Knight The Log
Knight Cannon Goblin Gang Mega Knight
Bats Goblin Gang Dart Goblin
Goblin Gang Bats Knight Dart Goblin
Mega Knight Knight
Mega Knight Bats Knight The Log
Cannon Goblin Gang Dart Goblin
Mega Knight Bats Knight Dart Goblin
Mega Knight The Log
Mega Knight Knight Cannon Goblin Gang
Cannon Dart Goblin Mega Knight
Goblin Gang Bats Knight Dart Goblin The Log
Bats Mega Knight Cannon Dart Goblin The Log
Cannon

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 Dart Goblin The Log
Dart Goblin The Log
Dart Goblin The Log
Knight Dart Goblin The Log
The Log Mega Knight
Bats Dart Goblin
Dart Goblin The Log
The Log Dart Goblin
The Log Dart Goblin
Bats Goblin Gang
Knight Dart Goblin The Log
Dart Goblin
Knight Dart Goblin The Log
Dart Goblin
Dart Goblin The Log
Dart Goblin The Log
Dart Goblin The Log Mega Knight
Bats
Dart Goblin The Log Mega Knight
Dart Goblin The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Mega Knight
The Log Dart Goblin
The Log Mega Knight
Dart Goblin The Log
Bats Dart Goblin
Bats Dart Goblin
Dart Goblin The Log Mega Knight
Mega Knight
The Log
Bats Goblin Gang Dart Goblin
Dart Goblin
The Log
Knight Goblin Gang Dart Goblin Mega Knight
The Log Dart Goblin
Dart Goblin Mega Knight
Bats Goblin Gang Dart Goblin The Log
Bats Dart Goblin
Dart Goblin The Log Mega Knight
Dart Goblin Mega Knight

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