My Best Clash Royale Deck

Deck Check Rating

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

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 Minions Inferno 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 Inferno Dragon 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.

Goblin Curse The Log

Punishments

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

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.

Goblins 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 Minions Goblin Curse Guards Inferno Dragon
Giant Snowball
Goblins Bats Minions Goblin Curse Guards Inferno Dragon
Zap
Goblins Bats Minions Goblin Curse Guards Inferno Dragon
Barbarian Barrel
Goblins Goblin Curse Guards
The Log
Goblins Goblin Curse Guards
Earthquake
Guards
Arrows
Goblins Bats Minions Goblin Curse Guards
Royal Delivery
Goblins Bats Minions Guards Inferno Dragon
Fireball
Minions Inferno Dragon
Poison
Bats Minions Goblin Curse Guards
Lightning
Inferno Dragon
Rocket
Inferno Dragon

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 Goblin Curse Guards Inferno Dragon 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.

Goblins Minions

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Goblin Curse The Log Minions Guards Inferno Dragon Mega Knight

Shortest cycle

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

8 Goblins Bats Goblin Curse The Log

Attack Synergies 4 5

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
Bats
Mega Knight Minions Inferno Dragon
Minions
Mega Knight Bats Inferno Dragon
Goblin Curse
The Log
Guards
The Log
The Log
Goblin Curse Guards Mega Knight
Inferno Dragon
Mega Knight Bats Minions
Mega Knight
Bats Minions Inferno Dragon The Log

Defense Synergies 0 11

Goblins
The Log
Bats
Minions The Log Inferno Dragon Mega Knight
Minions
Bats The Log Mega Knight
Goblin Curse
Guards
The Log
The Log
Goblins Bats Minions Guards Inferno Dragon Mega Knight
Inferno Dragon
Bats The Log Mega Knight
Mega Knight
Bats Minions The Log Inferno 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.

Minions The Log
Inferno Dragon Goblins Bats Minions Goblin Curse The Log Mega Knight
Mega Knight Goblins Bats Minions Goblin Curse Inferno Dragon
Inferno Dragon Goblins Bats Minions Goblin Curse Guards Mega Knight
The Log Mega Knight
The Log Goblins Bats Minions Guards Mega Knight
Bats Minions Inferno Dragon Goblin Curse
The Log Mega Knight
Inferno Dragon Goblins Minions Goblin Curse
Guards Goblins Mega Knight
Goblins Bats Minions Goblin Curse Guards The Log Mega Knight
Minions Inferno Dragon Bats Goblin Curse
Mega Knight Bats Minions Goblin Curse Guards The Log
Mega Knight Goblins Bats Minions Goblin Curse Guards The Log
Inferno Dragon Goblin Curse Mega Knight
Goblin Curse The Log Inferno Dragon Mega Knight
Mega Knight Goblins Bats Minions
Mega Knight Goblins Bats Minions Guards The Log
The Log Bats Minions Goblin Curse Guards Inferno Dragon Mega Knight
Goblin Curse Inferno Dragon
Mega Knight Goblins Bats Minions Goblin Curse Guards The Log
Inferno Dragon

Counters to secondary win conditions

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

Guards Mega Knight Goblins
The Log Inferno Dragon Mega Knight
Guards Mega Knight Goblins Bats Minions The Log
Guards Mega Knight Bats The Log
Goblin Curse Guards Inferno Dragon Mega Knight
Bats Minions Goblin Curse
Guards Goblins Bats Minions
Mega Knight Goblin Curse Inferno Dragon
Mega Knight Goblins Bats Minions The Log Inferno Dragon
Goblin Curse Guards Inferno Dragon
Inferno Dragon Mega Knight Bats Minions Guards
Mega Knight Guards The Log
Mega Knight Goblin Curse Guards
Goblin Curse Mega Knight
Guards Goblins Bats Minions The Log Inferno Dragon
Bats Minions Mega Knight Goblin Curse The Log Inferno Dragon

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.)

Guards The Log
Goblin Curse The Log
The Log
Guards The Log
Goblin Curse The Log Mega Knight
Bats Minions Goblin Curse
The Log
The Log Goblin Curse
The Log
Goblins Bats Minions Guards
The Log
Goblin Curse
The Log
Minions
The Log
The Log
The Log Mega Knight
Bats Minions
The Log Mega Knight
Goblin Curse The Log Mega Knight
Minions The Log Mega Knight
The Log
The Log
Goblin Curse The Log Mega Knight
Inferno Dragon
The Log
The Log Mega Knight
Goblin Curse The Log
Bats Goblin Curse
Bats Minions Guards
The Log Mega Knight
Mega Knight
Goblin Curse The Log
Bats Minions Guards
Goblin Curse
The Log
Mega Knight
The Log
Mega Knight
Bats Minions Guards The Log
Bats
The Log Mega Knight
Inferno Dragon
Mega Knight

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