My Best Clash Royale Deck

Deck Check Rating

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

1 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 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

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 Balloon Royal Ghost

Offensive cards

Win conditions

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

Battle Ram Balloon

Damage spells

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

Goblin Curse 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 Balloon 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 Battle Ram Balloon 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.

Balloon 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 Battle Ram Goblin Curse Skeleton Army Balloon
Giant Snowball
Bats Goblin Gang Battle Ram Goblin Curse Skeleton Army Balloon
Zap
Bats Goblin Gang Battle Ram Goblin Curse Skeleton Army Balloon
Barbarian Barrel
Goblin Gang Battle Ram Goblin Curse Skeleton Army Royal Ghost
The Log
Goblin Gang Battle Ram Goblin Curse Skeleton Army
Earthquake
Goblin Gang Skeleton Army
Arrows
Bats Goblin Gang Goblin Curse Skeleton Army
Royal Delivery
Bats Goblin Gang Battle Ram Skeleton Army Balloon Royal Ghost
Fireball
Goblin Gang Battle Ram Skeleton Army Balloon
Poison
Bats Goblin Gang Goblin Curse Skeleton Army Balloon
Lightning
Battle Ram Balloon
Rocket
Balloon

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 Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Goblin Curse Skeleton Army Royal Ghost

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.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Goblin Curse The Log Goblin Gang Skeleton Army Royal Ghost Battle Ram Balloon

Shortest cycle

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

9 Bats Goblin Curse The Log Goblin Gang

Attack Synergies 3 7

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
Balloon Battle Ram
Goblin Gang
Battle Ram Balloon Royal Ghost
Battle Ram
The Log Bats Goblin Gang Royal Ghost
Goblin Curse
The Log
Skeleton Army
Balloon
Bats Goblin Gang The Log Royal Ghost
The Log
Battle Ram Goblin Curse Balloon
Royal Ghost
Goblin Gang Battle Ram Balloon

Defense Synergies 0 5

Bats
The Log
Goblin Gang
Skeleton Army The Log
Battle Ram
Goblin Curse
Skeleton Army
Goblin Gang The Log
Balloon
The Log
Bats Goblin Gang Skeleton Army Royal Ghost
Royal Ghost
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
Skeleton Army Bats Goblin Gang Goblin Curse The Log
Goblin Gang Skeleton Army Bats Goblin Curse
Skeleton Army Bats Goblin Gang Goblin Curse
Skeleton Army The Log
Goblin Gang Skeleton Army The Log Bats Royal Ghost
Bats Goblin Gang Goblin Curse
The Log
Goblin Gang Goblin Curse Skeleton Army
Goblin Gang Skeleton Army Royal Ghost
Bats Goblin Gang Goblin Curse Skeleton Army The Log Royal Ghost
Bats Goblin Gang Goblin Curse
Skeleton Army Bats Goblin Gang Goblin Curse The Log
Skeleton Army Bats Goblin Gang Goblin Curse The Log Royal Ghost
Skeleton Army Goblin Gang Goblin Curse
Skeleton Army Goblin Gang Goblin Curse The Log
Bats Goblin Gang Skeleton Army
Bats Goblin Gang Skeleton Army The Log Royal Ghost
The Log Bats Goblin Curse Royal Ghost
Goblin Curse
Goblin Gang Skeleton Army Royal Ghost Bats Goblin Curse The Log

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Royal Ghost
Goblin Gang The Log Royal Ghost
Goblin Gang Skeleton Army Bats The Log
Goblin Gang Skeleton Army Bats The Log
Goblin Gang Goblin Curse Skeleton Army
Bats Goblin Gang Goblin Curse
Goblin Gang Skeleton Army Bats
Goblin Curse Skeleton Army
Bats Skeleton Army The Log
Goblin Gang Goblin Curse Skeleton Army
Bats
Skeleton Army The Log
Skeleton Army Goblin Gang Goblin Curse
Goblin Curse Skeleton Army
Goblin Gang Skeleton Army Bats The Log
Bats Goblin Curse 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.)

The Log Royal Ghost
Goblin Curse The Log Royal Ghost
The Log
The Log
Goblin Curse The Log
Bats Goblin Curse
The Log
The Log Goblin Curse
The Log
Bats Goblin Gang
The Log
Goblin Curse
The Log
The Log
The Log
The Log
Bats
The Log
Goblin Curse The Log
The Log
The Log
The Log
Goblin Curse The Log
The Log Royal Ghost
The Log
Goblin Curse The Log
Bats Goblin Curse
Bats
The Log
Goblin Curse The Log
Bats Goblin Gang Skeleton Army
Goblin Curse
The Log
Goblin Gang
The Log
Bats Goblin Gang The Log
Bats
The Log Royal Ghost

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: