My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

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 Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

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 Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

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 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.

Hog Rider Goblin Barrel 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 Hog Rider Goblin Barrel
Giant Snowball
Bats Goblin Gang Hog Rider Goblin Barrel
Zap
Bats Goblin Gang Inferno Tower Goblin Barrel
Barbarian Barrel
Knight Goblin Gang Inferno Tower Goblin Barrel Electro Wizard
The Log
Goblin Gang Hog Rider Goblin Barrel
Earthquake
Goblin Gang Hog Rider Inferno Tower Goblin Barrel
Arrows
Bats Goblin Gang Goblin Barrel
Royal Delivery
Bats Knight Goblin Gang Hog Rider Goblin Barrel Electro Wizard
Fireball
Goblin Gang Hog Rider Inferno Tower Goblin Barrel Electro Wizard
Poison
Bats Goblin Gang Inferno Tower Electro Wizard
Lightning
Knight Inferno Tower Electro Wizard
Rocket
Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 Knight Inferno Tower

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.

Goblin Barrel

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 Goblin Barrel 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.

Bats The Log Knight Goblin Gang Goblin Barrel Hog Rider Electro Wizard Inferno Tower

Shortest cycle

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

10 Bats The Log Knight Goblin Gang

Attack Synergies 8 5

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 Hog Rider Goblin Barrel
Knight
Bats Goblin Gang Hog Rider Goblin Barrel The Log Electro Wizard
Goblin Gang
Knight Hog Rider Goblin Barrel
Hog Rider
Bats Knight Goblin Gang The Log Goblin Barrel Electro Wizard
Inferno Tower
Goblin Barrel
Knight Goblin Gang Bats Hog Rider
The Log
Hog Rider Knight
Electro Wizard
Knight Hog Rider

Defense Synergies 7 7

Bats
Knight Inferno Tower The Log Electro Wizard
Knight
Bats Goblin Gang Inferno Tower Electro Wizard The Log
Goblin Gang
Knight Inferno Tower The Log Electro Wizard
Hog Rider
Inferno Tower
Knight Goblin Gang The Log Electro Wizard Bats
Goblin Barrel
The Log
Inferno Tower Bats Knight Goblin Gang Electro Wizard
Electro Wizard
Knight Inferno Tower Bats Goblin Gang 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 Inferno Tower The Log Electro Wizard
Inferno Tower Bats Knight Goblin Gang The Log Electro Wizard
Goblin Gang Inferno Tower Bats Knight Electro Wizard
Inferno Tower Bats Knight Goblin Gang Electro Wizard
The Log
Goblin Gang The Log Bats Electro Wizard
Bats Inferno Tower Electro Wizard Goblin Gang
Inferno Tower The Log Electro Wizard
Inferno Tower Goblin Gang
Knight Goblin Gang Inferno Tower Electro Wizard
Bats Goblin Gang Electro Wizard Knight The Log
Inferno Tower Bats Goblin Gang Electro Wizard
Inferno Tower Bats Knight Goblin Gang The Log Electro Wizard
Bats Goblin Gang The Log Electro Wizard
Inferno Tower Knight Goblin Gang Electro Wizard
Inferno Tower Goblin Gang The Log Electro Wizard
Bats Knight Goblin Gang Inferno Tower Electro Wizard
Bats Knight Goblin Gang The Log Electro Wizard
The Log Bats Knight Electro Wizard
Inferno Tower Electro Wizard
Goblin Gang Bats Knight The Log Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Inferno Tower Electro Wizard
Electro Wizard Knight Goblin Gang The Log
Goblin Gang Bats Knight Inferno Tower The Log Electro Wizard
Goblin Gang Bats Knight Inferno Tower The Log Electro Wizard
Inferno Tower Knight Goblin Gang
Bats Goblin Gang Electro Wizard
Goblin Gang Bats Knight Inferno Tower Electro Wizard
Inferno Tower Knight
Electro Wizard Bats Knight Inferno Tower The Log
Inferno Tower Goblin Gang
Bats Knight Inferno Tower
The Log Electro Wizard
Knight Goblin Gang Inferno Tower
Goblin Gang Inferno Tower Electro Wizard Bats Knight The Log
Bats Inferno Tower The Log Electro Wizard
Inferno Tower 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.)

Knight The Log
The Log Electro Wizard
The Log
Knight The Log
The Log
Bats
The Log
The Log
The Log
Bats Goblin Gang Electro Wizard
Knight The Log Electro Wizard
Knight The Log
The Log
The Log
The Log
Bats
The Log Electro Wizard
The Log
The Log
The Log
The Log
The Log
The Log Electro Wizard
The Log
The Log
Bats Electro Wizard
Electro Wizard Bats
The Log
Electro Wizard
The Log
Electro Wizard Bats Goblin Gang
Electro Wizard
The Log
Knight Goblin Gang Electro Wizard
The Log
Bats Goblin Gang The Log Electro Wizard
Bats Electro Wizard
The Log Electro Wizard

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