My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Furnace Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Furnace Electro Wizard

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 Elite Barbarians 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 Elite Barbarians Hog Rider

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.

Elite Barbarians Hog Rider 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 Elite Barbarians Hog Rider
Giant Snowball
Bats Goblin Gang Hog Rider Furnace
Zap
Bats Goblin Gang Furnace
Barbarian Barrel
Goblin Gang Elite Barbarians Furnace Electro Wizard
The Log
Goblin Gang Elite Barbarians Hog Rider Furnace
Earthquake
Goblin Gang Hog Rider Furnace
Arrows
Bats Goblin Gang Furnace
Royal Delivery
Bats Goblin Gang Elite Barbarians Hog Rider Electro Wizard
Fireball
Goblin Gang Elite Barbarians Hog Rider Furnace Electro Wizard
Poison
Bats Goblin Gang Furnace Electro Wizard
Lightning
Elite Barbarians Furnace Electro Wizard
Rocket
Elite Barbarians Hog Rider Furnace

Against air swarms

Spells and units that can counter air swarms.

Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Furnace 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

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.

Elite Barbarians

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 Furnace 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats The Log Goblin Gang Hog Rider Furnace Electro Wizard Elite Barbarians

Shortest cycle

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

7 Mirror Bats The Log Goblin Gang

Attack Synergies 4 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 Elite Barbarians
Goblin Gang
Hog Rider Mirror
Elite Barbarians
Bats Hog Rider Furnace The Log
Hog Rider
Bats Goblin Gang The Log Elite Barbarians Furnace Mirror Electro Wizard
Furnace
Elite Barbarians Hog Rider Mirror
Mirror
The Log Goblin Gang Hog Rider Furnace
The Log
Hog Rider Mirror Elite Barbarians
Electro Wizard
Hog Rider

Defense Synergies 1 11

Bats
The Log Electro Wizard
Goblin Gang
Furnace Mirror The Log Electro Wizard
Elite Barbarians
The Log
Hog Rider
Furnace
Mirror Goblin Gang Electro Wizard
Mirror
Furnace Goblin Gang The Log Electro Wizard
The Log
Bats Goblin Gang Elite Barbarians Mirror Electro Wizard
Electro Wizard
Bats Goblin Gang Furnace Mirror 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 Electro Wizard
Elite Barbarians Bats Goblin Gang Furnace The Log Electro Wizard
Goblin Gang Furnace Bats Elite Barbarians Electro Wizard
Elite Barbarians Bats Goblin Gang Furnace Electro Wizard
Elite Barbarians The Log
Goblin Gang The Log Bats Furnace Electro Wizard
Bats Furnace Electro Wizard Goblin Gang
The Log Electro Wizard
Goblin Gang Elite Barbarians Furnace
Goblin Gang Elite Barbarians Electro Wizard
Bats Goblin Gang Electro Wizard Furnace The Log
Bats Goblin Gang Furnace Electro Wizard
Furnace Bats Goblin Gang Elite Barbarians The Log Electro Wizard
Bats Goblin Gang Furnace The Log Electro Wizard
Elite Barbarians Goblin Gang Furnace Electro Wizard
Goblin Gang Elite Barbarians Furnace The Log Electro Wizard
Bats Goblin Gang Elite Barbarians Furnace Electro Wizard
Bats Goblin Gang Elite Barbarians Furnace The Log Electro Wizard
Furnace The Log Bats Electro Wizard
Elite Barbarians Electro Wizard
Goblin Gang Bats Elite Barbarians Furnace The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Elite Barbarians Furnace Electro Wizard
Electro Wizard Goblin Gang Elite Barbarians The Log
Goblin Gang Bats Elite Barbarians Furnace The Log Electro Wizard
Goblin Gang Bats Elite Barbarians The Log Electro Wizard
Goblin Gang Elite Barbarians
Furnace Bats Goblin Gang Electro Wizard
Goblin Gang Bats Elite Barbarians Furnace Electro Wizard
Elite Barbarians
Electro Wizard Bats Elite Barbarians The Log
Goblin Gang
Bats Elite Barbarians
Elite Barbarians The Log Electro Wizard
Elite Barbarians Goblin Gang
Furnace
Goblin Gang Elite Barbarians Electro Wizard Bats Furnace The Log
Bats Elite Barbarians The Log Electro Wizard
Furnace 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.)

The Log
The Log Electro Wizard
The Log
The Log
Furnace The Log
Bats Furnace
Furnace The Log
The Log
The Log
Bats Goblin Gang Elite Barbarians Electro Wizard
The Log Electro Wizard
Elite Barbarians The Log
Elite Barbarians Furnace The Log
Furnace The Log
Furnace The Log
Bats
The Log Electro Wizard
The Log
The Log
The Log
The Log
The Log Furnace
The Log Electro Wizard
The Log
The Log
Elite Barbarians Bats Furnace Electro Wizard
Electro Wizard Bats
Elite Barbarians
The Log
Electro Wizard
The Log
Electro Wizard Bats Goblin Gang
Electro Wizard
The Log
Goblin Gang Electro Wizard
The Log
Elite Barbarians
Bats Goblin Gang Elite Barbarians The Log Electro Wizard
Bats Electro Wizard
The Log Electro Wizard

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