My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Bad

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Wizard

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 Wizard Mega Knight Goblinstein

Offensive cards

Win conditions

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

Missing

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 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 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 Skeleton Army
Giant Snowball
Bats Goblin Gang Skeleton Army
Zap
Bats Goblin Gang Skeleton Army
Barbarian Barrel
Knight Goblin Gang Wizard Skeleton Army
The Log
Goblin Gang Skeleton Army
Earthquake
Goblin Gang Skeleton Army
Arrows
Bats Goblin Gang Skeleton Army
Royal Delivery
Bats Knight Goblin Gang Wizard Skeleton Army
Fireball
Goblin Gang Wizard Skeleton Army
Poison
Bats Goblin Gang Wizard Skeleton Army
Lightning
Knight Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Mega Knight

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.

Skeleton Army

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 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.

Bad

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 Skeleton Army Wizard Goblinstein Mega Knight

Shortest cycle

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

10 Bats The Log Knight Goblin Gang

Attack Synergies 3 4

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
Knight
Bats Goblin Gang Wizard The Log
Goblin Gang
Knight
Wizard
Knight Mega Knight
Skeleton Army
The Log
Knight Mega Knight
Mega Knight
Bats Wizard The Log
Goblinstein

Defense Synergies 2 12

Bats
Knight The Log Mega Knight
Knight
Bats Goblin Gang Wizard Skeleton Army The Log
Goblin Gang
Knight Skeleton Army The Log
Wizard
Knight Skeleton Army The Log Mega Knight
Skeleton Army
Knight Goblin Gang Wizard The Log
The Log
Bats Knight Goblin Gang Wizard Skeleton Army Mega Knight
Mega Knight
Bats Wizard The Log
Goblinstein

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 Wizard The Log
Skeleton Army Bats Knight Goblin Gang The Log Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Knight
Skeleton Army Bats Knight Goblin Gang Mega Knight
Skeleton Army The Log Mega Knight
Goblin Gang Skeleton Army The Log Bats Mega Knight
Bats Goblin Gang Wizard
The Log Mega Knight
Goblin Gang Skeleton Army
Knight Goblin Gang Skeleton Army Mega Knight
Bats Goblin Gang Skeleton Army Knight Wizard The Log Mega Knight
Bats Goblin Gang Wizard
Skeleton Army Mega Knight Bats Knight Goblin Gang Wizard The Log
Wizard Skeleton Army Mega Knight Bats Goblin Gang The Log
Skeleton Army Knight Goblin Gang Mega Knight
Skeleton Army Goblin Gang The Log Mega Knight
Wizard Mega Knight Bats Knight Goblin Gang Skeleton Army
Mega Knight Bats Knight Goblin Gang Wizard Skeleton Army The Log
Wizard The Log Bats Knight Mega Knight
Goblin Gang Wizard Skeleton Army Mega Knight Bats Knight The Log

Counters to secondary win conditions

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

Knight Goblin Gang Skeleton Army Mega Knight
Knight Goblin Gang Wizard The Log Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Knight The Log
Goblin Gang Skeleton Army Mega Knight Bats Knight The Log
Knight Goblin Gang Skeleton Army Mega Knight
Wizard Bats Goblin Gang
Goblin Gang Skeleton Army Bats Knight
Mega Knight Knight Skeleton Army
Mega Knight Bats Knight Skeleton Army The Log
Goblin Gang Skeleton Army
Mega Knight Bats Knight
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Knight Goblin Gang Wizard
Wizard Skeleton Army Mega Knight
Goblin Gang Skeleton Army Bats Knight The Log
Bats Mega Knight Wizard 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
The Log
Knight The Log
Wizard The Log Mega Knight
Wizard Bats
Wizard The Log
The Log Wizard
The Log Wizard
Bats Goblin Gang
Knight Wizard The Log
Wizard
Knight The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Bats
Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Mega Knight
The Log Wizard
Wizard The Log Mega Knight
The Log
Bats Wizard
Bats Wizard
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Bats Goblin Gang Skeleton Army
Wizard
The Log
Knight Goblin Gang Wizard Mega Knight
The Log Wizard
Mega Knight
Bats Goblin Gang The Log
Bats
The Log Mega Knight
Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: