My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

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 Electro Giant Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows 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 Electro Giant 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.

Goblin Gang Barbarians Electro Giant 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 Goblin Curse
Giant Snowball
Bats Goblin Gang Barbarians Goblin Curse
Zap
Bats Goblin Gang Goblin Curse
Barbarian Barrel
Goblin Gang Barbarians Goblin Curse
The Log
Goblin Gang Barbarians Goblin Curse
Earthquake
Goblin Gang Barbarians
Arrows
Bats Goblin Gang Goblin Curse
Royal Delivery
Bats Goblin Gang Barbarians
Fireball
Goblin Gang Barbarians
Poison
Bats Goblin Gang Barbarians Goblin Curse
Lightning
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Giant 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 Arrows Goblin Curse Electro Giant 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 Barbarians

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 Goblin Curse The Log Arrows Goblin Gang Barbarians Electro Giant Mega Knight

Shortest cycle

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

9 Bats Goblin Curse The Log Arrows

Attack Synergies 3 2

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
Mega Knight
Arrows
Goblin Curse Mega Knight
Goblin Gang
Barbarians
Goblin Curse
Arrows The Log
Electro Giant
The Log
Goblin Curse Mega Knight
Mega Knight
Bats Arrows The Log

Defense Synergies 1 6

Bats
The Log Mega Knight
Arrows
Mega Knight Barbarians
Goblin Gang
Barbarians The Log
Barbarians
Arrows Goblin Gang
Goblin Curse
Electro Giant
The Log
Bats Goblin Gang Mega Knight
Mega Knight
Arrows Bats 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
Barbarians Bats Goblin Gang Goblin Curse The Log Mega Knight
Goblin Gang Barbarians Mega Knight Bats Goblin Curse
Barbarians Bats Goblin Gang Goblin Curse Mega Knight
Arrows Barbarians The Log Mega Knight
Arrows Goblin Gang The Log Bats Mega Knight
Bats Arrows Goblin Gang Goblin Curse
Arrows Barbarians Electro Giant The Log Mega Knight
Barbarians Goblin Gang Goblin Curse
Goblin Gang Barbarians Mega Knight
Bats Goblin Gang Barbarians Goblin Curse Arrows Electro Giant The Log Mega Knight
Arrows Bats Goblin Gang Goblin Curse
Barbarians Mega Knight Bats Goblin Gang Goblin Curse The Log
Mega Knight Bats Arrows Goblin Gang Barbarians Goblin Curse The Log
Barbarians Goblin Gang Goblin Curse Mega Knight
Barbarians Goblin Gang Goblin Curse Electro Giant The Log Mega Knight
Barbarians Mega Knight Bats Arrows Goblin Gang
Arrows Mega Knight Bats Goblin Gang Barbarians The Log
Arrows The Log Bats Barbarians Goblin Curse Mega Knight
Barbarians Goblin Curse
Goblin Gang Mega Knight Bats Arrows Barbarians Goblin Curse Electro Giant The Log

Counters to secondary win conditions

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

Goblin Gang Barbarians Mega Knight Electro Giant
Arrows Goblin Gang The Log Mega Knight
Goblin Gang Barbarians Mega Knight Bats The Log
Goblin Gang Mega Knight Bats Barbarians The Log
Barbarians Goblin Gang Goblin Curse Mega Knight
Arrows Electro Giant Bats Goblin Gang Goblin Curse
Goblin Gang Bats Barbarians
Mega Knight Barbarians Goblin Curse
Mega Knight Bats Barbarians The Log
Goblin Gang Barbarians Goblin Curse
Mega Knight Bats Barbarians
Mega Knight Arrows Barbarians Electro Giant The Log
Barbarians Mega Knight Goblin Gang Goblin Curse
Barbarians Goblin Curse Electro Giant Mega Knight
Goblin Gang Barbarians Electro Giant Bats The Log
Bats Arrows Mega Knight Barbarians Goblin Curse Electro Giant The Log
Arrows

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.)

Arrows The Log
Arrows Goblin Curse The Log
Arrows The Log
Arrows Barbarians The Log
Arrows Goblin Curse The Log Mega Knight
Arrows Electro Giant Bats Goblin Curse
Arrows The Log
Arrows The Log Goblin Curse
Arrows The Log
Bats Goblin Gang
Arrows The Log
Arrows Goblin Curse
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows
Bats
Arrows The Log Mega Knight
Arrows Goblin Curse Electro Giant The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows Barbarians The Log
Arrows Goblin Curse Electro Giant The Log Mega Knight
Arrows The Log
Arrows The Log Mega Knight
Arrows Goblin Curse The Log
Bats Arrows Goblin Curse Electro Giant
Bats Electro Giant
Arrows The Log Mega Knight
Arrows
Mega Knight
Arrows Goblin Curse The Log
Bats Goblin Gang Barbarians
Arrows Goblin Curse
Arrows The Log
Goblin Gang Mega Knight
Arrows The Log
Arrows Electro Giant
Mega Knight
Electro Giant Bats Goblin Gang The Log
Bats
Electro Giant The Log Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: