My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 Firecracker

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 Firecracker Giant Skeleton

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

The Log

Punishments

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

Goblin Gang Hog Rider

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 Hog Rider Giant Skeleton

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.

Firecracker Hog Rider Giant Skeleton

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 Hog Rider Clone Giant Skeleton
Giant Snowball
Bats Goblin Gang Barbarians Hog Rider Clone
Zap
Bats Goblin Gang Firecracker Clone
Barbarian Barrel
Goblin Gang Firecracker Barbarians Clone Giant Skeleton
The Log
Goblin Gang Firecracker Barbarians Hog Rider Clone Giant Skeleton
Earthquake
Goblin Gang Firecracker Barbarians Hog Rider Clone
Arrows
Bats Goblin Gang Firecracker Clone
Royal Delivery
Bats Goblin Gang Firecracker Barbarians Hog Rider Clone Giant Skeleton
Fireball
Goblin Gang Firecracker Barbarians Hog Rider Clone
Poison
Bats Goblin Gang Firecracker Barbarians Clone
Lightning
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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 Clone Giant Skeleton

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Goblin Gang Firecracker Clone Hog Rider Barbarians Giant Skeleton

Shortest cycle

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

10 Bats The Log Goblin Gang Firecracker

Attack Synergies 6 9

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
Hog Rider Giant Skeleton Firecracker Clone
Goblin Gang
Hog Rider Firecracker Clone Giant Skeleton
Firecracker
Hog Rider Bats Goblin Gang Giant Skeleton
Barbarians
Hog Rider
Hog Rider
Bats Goblin Gang Firecracker The Log Barbarians Giant Skeleton
Clone
Giant Skeleton Bats Goblin Gang
Giant Skeleton
Bats Clone Goblin Gang Firecracker Hog Rider The Log
The Log
Hog Rider Giant Skeleton

Defense Synergies 1 9

Bats
Firecracker Giant Skeleton The Log
Goblin Gang
Firecracker Barbarians Giant Skeleton The Log
Firecracker
The Log Bats Goblin Gang Giant Skeleton
Barbarians
Goblin Gang
Hog Rider
Clone
Giant Skeleton
Bats Goblin Gang Firecracker The Log
The Log
Firecracker Bats Goblin Gang Giant Skeleton

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.

Firecracker The Log
Barbarians Bats Goblin Gang Firecracker The Log
Goblin Gang Barbarians Bats Giant Skeleton
Barbarians Bats Goblin Gang Firecracker
Firecracker Barbarians Giant Skeleton The Log
Goblin Gang The Log Bats Firecracker
Bats Goblin Gang Firecracker
Barbarians Giant Skeleton The Log
Barbarians Goblin Gang
Goblin Gang Firecracker Barbarians Giant Skeleton
Bats Goblin Gang Barbarians Firecracker Giant Skeleton The Log
Bats Goblin Gang Firecracker
Barbarians Bats Goblin Gang Giant Skeleton The Log
Bats Goblin Gang Firecracker Barbarians The Log
Barbarians Goblin Gang
Barbarians Goblin Gang The Log
Barbarians Bats Goblin Gang Firecracker
Bats Goblin Gang Firecracker Barbarians The Log
The Log Bats Firecracker Barbarians Giant Skeleton
Barbarians
Goblin Gang Bats Firecracker Barbarians Giant Skeleton The Log

Counters to secondary win conditions

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

Goblin Gang Barbarians Giant Skeleton
Goblin Gang Firecracker The Log
Goblin Gang Barbarians Giant Skeleton Bats The Log
Goblin Gang Giant Skeleton Bats Barbarians The Log
Barbarians Giant Skeleton Goblin Gang
Firecracker Bats Goblin Gang
Goblin Gang Bats Barbarians Giant Skeleton
Giant Skeleton Barbarians
Giant Skeleton Bats Firecracker Barbarians The Log
Goblin Gang Barbarians
Bats Barbarians Giant Skeleton
Barbarians Giant Skeleton The Log
Barbarians Giant Skeleton Goblin Gang
Firecracker Barbarians
Goblin Gang Barbarians Bats Firecracker Giant Skeleton The Log
Bats Firecracker Barbarians Giant Skeleton The Log

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.)

Firecracker Giant Skeleton The Log
Firecracker The Log
Giant Skeleton The Log
Firecracker Barbarians Giant Skeleton The Log
Firecracker The Log
Firecracker Bats
Firecracker The Log
The Log Firecracker
The Log Firecracker
Bats Goblin Gang
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Bats
Firecracker The Log
Firecracker The Log
Giant Skeleton The Log
The Log
Barbarians The Log
Firecracker The Log
Firecracker The Log
The Log
Firecracker The Log
Bats Firecracker
Bats Firecracker
The Log
Firecracker
Giant Skeleton
Firecracker The Log
Bats Goblin Gang Barbarians
Firecracker
The Log
Goblin Gang Firecracker
The Log Firecracker
Giant Skeleton
Firecracker
Bats Goblin Gang Firecracker Giant Skeleton The Log
Firecracker Bats
Firecracker Giant Skeleton The Log
Firecracker

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