My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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.

Skeletons Bats 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.

Fireball The Log

Punishments

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

Goblin Gang

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins Knight Goblin Gang

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
Skeletons Bats Goblin Gang Guards
Giant Snowball
Skeletons Goblins Bats Goblin Gang Guards
Zap
Skeletons Goblins Bats Goblin Gang Guards
Barbarian Barrel
Skeletons Goblins Knight Goblin Gang Guards
The Log
Skeletons Goblins Goblin Gang Guards
Earthquake
Skeletons Goblin Gang Guards
Arrows
Skeletons Goblins Bats Goblin Gang Guards
Royal Delivery
Skeletons Goblins Bats Knight Goblin Gang Guards
Fireball
Goblin Gang
Poison
Bats Goblin Gang Guards
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Knight Guards

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.

Fireball

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 Goblin Gang Fireball

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Goblins Bats The Log Knight Goblin Gang Guards Fireball

Shortest cycle

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

7 Skeletons Goblins Bats The Log

Attack Synergies 2 4

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.

Skeletons
Goblins
Bats
Knight
Knight
Bats Goblin Gang Fireball The Log
Goblin Gang
Knight
Fireball
Knight The Log
Guards
The Log
The Log
Knight Fireball Guards

Defense Synergies 3 11

Skeletons
Bats Knight The Log
Goblins
Knight The Log
Bats
Knight Skeletons The Log
Knight
Bats Goblin Gang Skeletons Goblins Fireball The Log
Goblin Gang
Knight Guards The Log
Fireball
The Log Knight
Guards
Goblin Gang The Log
The Log
Fireball Skeletons Goblins Bats Knight Goblin Gang Guards

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 Fireball The Log
Skeletons Goblins Bats Knight Goblin Gang The Log
Goblin Gang Skeletons Goblins Bats Knight
Skeletons Goblins Bats Knight Goblin Gang Guards
Fireball The Log
Goblin Gang Fireball The Log Skeletons Goblins Bats Guards
Bats Goblin Gang Fireball
Fireball The Log
Skeletons Goblins Goblin Gang
Knight Goblin Gang Guards Skeletons Goblins
Goblins Bats Goblin Gang Guards Skeletons Knight Fireball The Log
Bats Goblin Gang Fireball
Skeletons Bats Knight Goblin Gang Fireball Guards The Log
Fireball Goblins Bats Goblin Gang Guards The Log
Knight Goblin Gang
Goblin Gang Fireball The Log
Skeletons Goblins Bats Knight Goblin Gang Fireball
Fireball Goblins Bats Knight Goblin Gang Guards The Log
The Log Bats Knight Fireball Guards
Goblin Gang Goblins Bats Knight Fireball Guards The Log

Counters to secondary win conditions

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

Knight Goblin Gang Guards Skeletons Goblins Fireball
Fireball Knight Goblin Gang The Log
Goblin Gang Guards Skeletons Goblins Bats Knight The Log
Goblin Gang Guards Bats Knight Fireball The Log
Skeletons Knight Goblin Gang Guards
Fireball Skeletons Bats Goblin Gang
Goblin Gang Guards Skeletons Goblins Bats Knight Fireball
Knight
Skeletons Goblins Bats Knight Fireball The Log
Skeletons Goblin Gang Guards
Bats Knight Guards
Fireball Guards The Log
Skeletons Knight Goblin Gang Fireball Guards
Fireball
Goblin Gang Guards Skeletons Goblins Bats Knight Fireball The Log
Bats Fireball The Log
Fireball

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.)

Fireball Knight Guards The Log
Fireball The Log
Fireball The Log
Knight Fireball Guards The Log
Fireball The Log
Fireball Bats
The Log
Fireball The Log
Fireball The Log
Goblins Bats Goblin Gang Fireball Guards
Knight Fireball The Log
Fireball
Knight Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Bats
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Bats Fireball
Bats Fireball Guards
Fireball
Fireball The Log
Fireball
Fireball The Log
Bats Goblin Gang Fireball Guards
Fireball
The Log Fireball
Fireball Knight Goblin Gang
The Log Fireball
Fireball
Bats Goblin Gang Fireball Guards The Log
Bats Fireball
Fireball The Log

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