My Best Clash Royale Deck

Deck Check Rating

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

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!

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 Electro Wizard

Defensive buildings

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

Goblin Cage

Investments

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

Bats Goblin Cage Balloon Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap The Log

Punishments

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

Goblin Gang Balloon

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 Balloon 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.

Balloon Giant Skeleton 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 Balloon Giant Skeleton
Giant Snowball
Bats Goblin Gang Balloon
Zap
Bats Goblin Gang Balloon
Barbarian Barrel
Goblin Gang Goblin Cage Giant Skeleton Electro Wizard
The Log
Goblin Gang Goblin Cage Giant Skeleton
Earthquake
Goblin Gang Goblin Cage
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Goblin Cage Balloon Giant Skeleton Electro Wizard
Fireball
Goblin Gang Goblin Cage Balloon Electro Wizard
Poison
Bats Goblin Gang Goblin Cage Balloon Electro Wizard
Lightning
Goblin Cage Balloon Electro Wizard
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Goblin Gang Goblin Cage Electro Wizard Balloon Giant Skeleton

Shortest cycle

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

9 Bats Zap The Log Goblin Gang

Attack Synergies 4 16

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
Balloon Giant Skeleton Zap Goblin Cage
Zap
Balloon Electro Wizard Bats Goblin Cage Giant Skeleton The Log
Goblin Gang
Goblin Cage Balloon Giant Skeleton
Goblin Cage
Bats Zap Goblin Gang Balloon Giant Skeleton The Log
Balloon
Bats Zap Goblin Gang Goblin Cage Giant Skeleton The Log Electro Wizard
Giant Skeleton
Bats Zap Goblin Gang Goblin Cage Balloon The Log Electro Wizard
The Log
Zap Goblin Cage Balloon Giant Skeleton
Electro Wizard
Zap Balloon Giant Skeleton

Defense Synergies 1 18

Bats
Zap Goblin Cage Giant Skeleton The Log Electro Wizard
Zap
Electro Wizard Bats Goblin Gang Goblin Cage Giant Skeleton The Log
Goblin Gang
Zap Goblin Cage Giant Skeleton The Log Electro Wizard
Goblin Cage
Bats Zap Goblin Gang The Log Electro Wizard
Balloon
Giant Skeleton
Bats Zap Goblin Gang The Log Electro Wizard
The Log
Bats Zap Goblin Gang Goblin Cage Giant Skeleton Electro Wizard
Electro Wizard
Zap Bats Goblin Gang Goblin Cage Giant Skeleton 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.

Zap Goblin Cage The Log Electro Wizard
Bats Zap Goblin Gang Goblin Cage The Log Electro Wizard
Goblin Gang Goblin Cage Bats Giant Skeleton Electro Wizard
Goblin Cage Bats Goblin Gang Electro Wizard
Goblin Cage Giant Skeleton The Log
Goblin Gang The Log Bats Zap Electro Wizard
Bats Electro Wizard Zap Goblin Gang Goblin Cage
Zap Goblin Cage Giant Skeleton The Log Electro Wizard
Goblin Gang Goblin Cage
Goblin Gang Giant Skeleton Electro Wizard
Bats Goblin Gang Electro Wizard Zap Giant Skeleton The Log
Bats Zap Goblin Gang Electro Wizard
Goblin Cage Bats Zap Goblin Gang Giant Skeleton The Log Electro Wizard
Bats Zap Goblin Gang Goblin Cage The Log Electro Wizard
Goblin Gang Goblin Cage Electro Wizard
Zap Goblin Gang Goblin Cage The Log Electro Wizard
Bats Goblin Gang Goblin Cage Electro Wizard
Goblin Cage Bats Zap Goblin Gang The Log Electro Wizard
Zap Goblin Cage The Log Bats Giant Skeleton Electro Wizard
Goblin Cage Electro Wizard
Goblin Gang Bats Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Goblin Cage Giant Skeleton Electro Wizard
Electro Wizard Zap Goblin Gang The Log
Goblin Gang Giant Skeleton Bats Zap Goblin Cage The Log Electro Wizard
Goblin Gang Giant Skeleton Bats Zap Goblin Cage The Log Electro Wizard
Giant Skeleton Goblin Gang Goblin Cage
Bats Zap Goblin Gang Electro Wizard
Goblin Gang Bats Goblin Cage Giant Skeleton Electro Wizard
Giant Skeleton Goblin Cage
Zap Goblin Cage Giant Skeleton Electro Wizard Bats The Log
Goblin Gang Goblin Cage
Bats Goblin Cage Giant Skeleton
Zap Goblin Cage Giant Skeleton The Log Electro Wizard
Giant Skeleton Goblin Gang Goblin Cage
Goblin Cage
Goblin Gang Electro Wizard Bats Zap Goblin Cage Giant Skeleton The Log
Bats Zap Goblin Cage Giant Skeleton The Log Electro Wizard
Zap Goblin Cage 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.)

Giant Skeleton The Log
Zap The Log Electro Wizard
Giant Skeleton The Log
Giant Skeleton The Log
Zap The Log
Bats Zap
The Log
The Log Zap
The Log Zap
Bats Goblin Gang Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap The Log
The Log
Bats
Zap The Log Electro Wizard
Zap The Log
Giant Skeleton The Log
The Log
Zap The Log
Zap The Log
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Bats Zap Electro Wizard
Zap Electro Wizard Bats
Zap The Log
Zap Electro Wizard
Giant Skeleton
The Log
Zap Electro Wizard Bats Goblin Gang
Zap Electro Wizard
The Log
Goblin Gang Electro Wizard
The Log Zap
Zap Giant Skeleton
Zap Bats Goblin Gang Giant Skeleton The Log Electro Wizard
Bats Zap Electro Wizard
Zap Giant Skeleton The Log Electro Wizard

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