My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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 Witch Goblin Giant

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 Knight Goblin Demolisher Witch Goblin Giant Mega Knight

Offensive cards

Win conditions

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

Goblin Giant

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 Goblin 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.

Knight Goblin Gang Goblin 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 Demolisher
Giant Snowball
Bats Goblin Gang Witch
Zap
Bats Goblin Gang Witch Goblin Giant
Barbarian Barrel
Knight Goblin Gang Witch
The Log
Goblin Gang Goblin Demolisher Witch
Earthquake
Goblin Gang Witch
Arrows
Bats Goblin Gang Witch
Royal Delivery
Bats Knight Goblin Gang Goblin Demolisher Witch
Fireball
Goblin Gang Witch
Poison
Bats Goblin Gang Witch
Lightning
Knight Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Goblin Demolisher 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 Knight Goblin Demolisher 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 Witch

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 Knight Goblin Gang Goblin Demolisher Witch Goblin Giant Mega Knight

Shortest cycle

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

10 Bats The Log Knight Goblin Gang

Attack Synergies 4 10

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
Knight Mega Knight Goblin Demolisher Goblin Giant
Knight
Bats Goblin Gang Goblin Demolisher Witch The Log
Goblin Gang
Knight Goblin Giant
Goblin Demolisher
Goblin Giant Bats Knight
Witch
Knight Goblin Giant Mega Knight
Goblin Giant
Goblin Demolisher Bats Goblin Gang Witch The Log
The Log
Knight Goblin Giant Mega Knight
Mega Knight
Bats Witch The Log

Defense Synergies 3 12

Bats
Knight Goblin Demolisher Goblin Giant The Log Mega Knight
Knight
Bats Goblin Gang Goblin Demolisher Witch The Log
Goblin Gang
Knight The Log
Goblin Demolisher
Knight Bats The Log
Witch
Knight The Log Mega Knight
Goblin Giant
Bats The Log
The Log
Bats Knight Goblin Gang Goblin Demolisher Witch Goblin Giant Mega Knight
Mega Knight
Bats Witch 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.

Knight Goblin Demolisher Goblin Giant The Log
Bats Knight Goblin Gang Witch The Log Mega Knight
Goblin Gang Witch Mega Knight Bats Knight
Witch Bats Knight Goblin Gang Mega Knight
Goblin Demolisher The Log Mega Knight
Goblin Gang The Log Bats Goblin Demolisher Mega Knight
Bats Goblin Gang Witch
Goblin Giant The Log Mega Knight
Witch Goblin Gang
Knight Goblin Gang Mega Knight
Bats Goblin Gang Witch Knight Goblin Demolisher Goblin Giant The Log Mega Knight
Bats Goblin Gang Witch
Mega Knight Bats Knight Goblin Gang Witch The Log
Mega Knight Bats Goblin Gang Goblin Demolisher Witch The Log
Knight Goblin Gang Mega Knight
Goblin Gang The Log Mega Knight
Mega Knight Bats Knight Goblin Gang Witch
Mega Knight Bats Knight Goblin Gang Goblin Demolisher Witch The Log
Witch The Log Bats Knight Goblin Demolisher Mega Knight
Goblin Gang Goblin Demolisher Mega Knight Bats Knight Witch Goblin Giant The Log

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Witch
Knight Goblin Gang The Log Mega Knight
Goblin Gang Mega Knight Bats Knight Witch Goblin Giant The Log
Goblin Gang Mega Knight Bats Knight Goblin Giant The Log
Knight Goblin Gang Witch Goblin Giant Mega Knight
Bats Goblin Gang Goblin Demolisher Witch Goblin Giant
Goblin Gang Bats Knight Witch Goblin Giant
Mega Knight Knight Goblin Giant
Mega Knight Bats Knight Witch The Log
Witch Goblin Gang Goblin Giant
Mega Knight Bats Knight Witch
Mega Knight Goblin Giant The Log
Mega Knight Knight Goblin Gang Witch Goblin Giant
Goblin Demolisher Witch Mega Knight
Goblin Gang Witch Bats Knight Goblin Giant The Log
Bats Mega Knight Witch 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.)

Knight The Log
The Log
Goblin Giant The Log
Knight The Log
Goblin Demolisher The Log Mega Knight
Bats Witch Goblin Giant
Goblin Demolisher Witch The Log
The Log Goblin Demolisher
The Log
Bats Goblin Gang
Knight The Log
Knight The Log
The Log
Goblin Demolisher Witch The Log
Goblin Demolisher The Log Mega Knight
Bats
Goblin Demolisher The Log Mega Knight
Goblin Demolisher Witch The Log Mega Knight
The Log Mega Knight
The Log
The Log
Goblin Demolisher The Log Witch Mega Knight
Witch
The Log Witch
Witch The Log Mega Knight
The Log
Bats Witch
Bats Witch
The Log Mega Knight
Mega Knight
The Log
Bats Goblin Gang Witch
Witch
The Log
Knight Goblin Gang Mega Knight
The Log
Mega Knight
Bats Goblin Gang Witch The Log
Bats Witch
Witch Goblin Giant The Log Mega Knight
Mega Knight

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