My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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!

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 Wizard Electro Giant Lumberjack

Offensive cards

Win conditions

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

Electro Giant

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 Electro Giant Lumberjack

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 Electro Giant Lumberjack

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.

Lumberjack

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 Lumberjack
Zap
Bats Goblin Gang Skeleton Army
Barbarian Barrel
Goblin Gang Wizard Skeleton Army Lumberjack
The Log
Goblin Gang Skeleton Army Lumberjack
Earthquake
Goblin Gang Skeleton Army
Arrows
Bats Goblin Gang Skeleton Army
Royal Delivery
Bats Goblin Gang Wizard Skeleton Army Lumberjack
Fireball
Goblin Gang Wizard Skeleton Army Lumberjack
Poison
Bats Goblin Gang Wizard Skeleton Army
Lightning
Wizard Lumberjack
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Electro Giant The Log

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 Skeleton Army Electro Giant

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.

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 Skeleton Army Lumberjack Wizard Electro Giant

Shortest cycle

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

9 Bats Zap The Log Goblin Gang

Attack Synergies 0 7

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

Defense Synergies 0 16

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

Counters to secondary win conditions

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

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

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

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