My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Electro Wizard

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 Elixir Golem Bandit Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem

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 Elixir Golem Bandit

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.

Goblin Gang Elixir Golem Bandit

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.

Bandit Electro Wizard

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 Elixir Golem Bandit
Giant Snowball
Bats Cannon Goblin Gang
Zap
Bats Cannon Goblin Gang Bandit
Barbarian Barrel
Cannon Goblin Gang Elixir Golem Bandit Electro Wizard
The Log
Cannon Goblin Gang Elixir Golem Bandit
Earthquake
Cannon Goblin Gang Elixir Golem
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Elixir Golem Bandit Electro Wizard
Fireball
Cannon Goblin Gang Elixir Golem Bandit Electro Wizard
Poison
Bats Cannon Goblin Gang Elixir Golem Electro Wizard
Lightning
Cannon Bandit Electro Wizard
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 Elixir Golem

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.

Goblin Gang Fireball Electro Wizard

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 The Log Cannon Goblin Gang Elixir Golem Bandit Fireball Electro Wizard

Shortest cycle

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

10 Bats The Log Cannon Goblin Gang

Attack Synergies 0 11

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
Elixir Golem Bandit
Cannon
Goblin Gang
Elixir Golem Bandit
Elixir Golem
Bats Goblin Gang Fireball The Log Bandit
Fireball
Elixir Golem The Log Electro Wizard
The Log
Elixir Golem Fireball Bandit
Bandit
Bats Goblin Gang Elixir Golem The Log Electro Wizard
Electro Wizard
Fireball Bandit

Defense Synergies 2 16

Bats
Cannon The Log Bandit Electro Wizard
Cannon
The Log Bats Goblin Gang Fireball Bandit Electro Wizard
Goblin Gang
Cannon The Log Bandit Electro Wizard
Elixir Golem
Fireball
The Log Cannon Bandit Electro Wizard
The Log
Cannon Fireball Bats Goblin Gang Bandit Electro Wizard
Bandit
Bats Cannon Goblin Gang Fireball The Log Electro Wizard
Electro Wizard
Bats Cannon Goblin Gang Fireball The Log Bandit

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.

Cannon Fireball The Log Electro Wizard
Bats Cannon Goblin Gang The Log Bandit Electro Wizard
Cannon Goblin Gang Bats Bandit Electro Wizard
Cannon Bats Goblin Gang Bandit Electro Wizard
Fireball The Log
Goblin Gang Fireball The Log Bats Cannon Bandit Electro Wizard
Bats Electro Wizard Cannon Goblin Gang Fireball
Cannon Fireball The Log Bandit Electro Wizard
Cannon Goblin Gang
Goblin Gang Cannon Bandit Electro Wizard
Bats Goblin Gang Electro Wizard Cannon Fireball The Log Bandit
Bats Goblin Gang Fireball Electro Wizard
Cannon Bats Goblin Gang Fireball The Log Bandit Electro Wizard
Fireball Bats Cannon Goblin Gang The Log Electro Wizard
Cannon Goblin Gang Bandit Electro Wizard
Cannon Goblin Gang Fireball The Log Bandit Electro Wizard
Bats Cannon Goblin Gang Fireball Electro Wizard
Cannon Fireball Bats Goblin Gang The Log Bandit Electro Wizard
The Log Bats Cannon Fireball Bandit Electro Wizard
Cannon Electro Wizard
Goblin Gang Bats Cannon Fireball The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Fireball Bandit Electro Wizard
Fireball Bandit Electro Wizard Goblin Gang The Log
Goblin Gang Bandit Bats The Log Electro Wizard
Goblin Gang Bats Fireball The Log Bandit Electro Wizard
Cannon Goblin Gang Bandit
Fireball Bats Goblin Gang Electro Wizard
Goblin Gang Bats Fireball Bandit Electro Wizard
Electro Wizard Bats Fireball The Log Bandit
Cannon Goblin Gang
Bats
Fireball The Log Electro Wizard
Cannon Goblin Gang Fireball Bandit
Cannon Fireball
Goblin Gang Electro Wizard Bats Fireball The Log
Bats Cannon Fireball The Log Electro Wizard
Cannon Fireball Electro Wizard

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 The Log Bandit
Fireball The Log Bandit Electro Wizard
Fireball The Log Bandit
Fireball The Log
Fireball The Log
Fireball Bats
The Log
Fireball The Log
Fireball The Log Bandit
Bats Goblin Gang Fireball Electro Wizard
Fireball The Log Bandit Electro Wizard
Fireball
Fireball The Log Bandit
Fireball Bandit
Fireball The Log
Fireball The Log Bandit
Fireball The Log Bandit
Fireball
Bats
Fireball The Log Bandit Electro Wizard
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball
Fireball The Log Bandit Electro Wizard
Fireball The Log Bandit
Fireball The Log Bandit
Bats Fireball Electro Wizard
Electro Wizard Bats Fireball
Fireball
Fireball The Log Bandit
Fireball Electro Wizard
Fireball The Log
Electro Wizard Bats Goblin Gang Fireball Bandit
Fireball Electro Wizard
The Log Fireball
Fireball Goblin Gang Electro Wizard
The Log Fireball
Fireball
Bats Goblin Gang Fireball The Log Electro Wizard
Bats Fireball Electro Wizard
Fireball The Log Bandit Electro Wizard
Fireball

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