My Best Clash Royale Deck

Deck Check Rating

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

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 Skeleton Dragons Three Musketeers

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.

Bomber Bats Skeleton Dragons Elixir Golem Three Musketeers Lava Hound

Offensive cards

Win conditions

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

Elixir Golem Three Musketeers Lava Hound

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.

Elixir Golem

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.

Goblins Elixir Golem Lava Hound

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
Bomber Bats Elixir Golem Three Musketeers Lava Hound
Giant Snowball
Goblins Bomber Bats Skeleton Dragons Three Musketeers Lava Hound
Zap
Goblins Bomber Bats Three Musketeers Lava Hound
Barbarian Barrel
Goblins Bomber Elixir Golem Three Musketeers
The Log
Goblins Bomber Elixir Golem Three Musketeers
Earthquake
Bomber Elixir Golem
Arrows
Goblins Bomber Bats Skeleton Dragons Lava Hound
Royal Delivery
Goblins Bomber Bats Skeleton Dragons Elixir Golem Three Musketeers Lava Hound
Fireball
Bomber Skeleton Dragons Elixir Golem Three Musketeers Lava Hound
Poison
Bomber Bats Skeleton Dragons Elixir Golem Three Musketeers Lava Hound
Lightning
Skeleton Dragons Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Skeleton Dragons 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 Elixir Golem

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.

Goblins Three Musketeers Lava Hound

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.

Goblins Bomber Bats The Log Elixir Golem Skeleton Dragons Lava Hound Three Musketeers

Shortest cycle

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

8 Goblins Bomber Bats The Log

Attack Synergies 2 9

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.

Goblins
Bomber
Bats Elixir Golem
Bats
Lava Hound Bomber Skeleton Dragons Elixir Golem
Skeleton Dragons
Lava Hound Bats Elixir Golem Three Musketeers
Elixir Golem
Bomber Bats Skeleton Dragons Three Musketeers The Log
Three Musketeers
Skeleton Dragons Elixir Golem The Log
The Log
Elixir Golem Three Musketeers
Lava Hound
Bats Skeleton Dragons

Defense Synergies 1 7

Goblins
Bomber Skeleton Dragons The Log
Bomber
Goblins Bats The Log
Bats
Bomber The Log
Skeleton Dragons
The Log Goblins
Elixir Golem
Three Musketeers
The Log
The Log
Skeleton Dragons Goblins Bomber Bats Three Musketeers
Lava Hound

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.

Bomber Skeleton Dragons The Log
Goblins Bats Skeleton Dragons Three Musketeers The Log
Three Musketeers Goblins Bomber Bats Skeleton Dragons
Three Musketeers Goblins Bats Skeleton Dragons
Bomber The Log
The Log Goblins Bomber Bats Skeleton Dragons
Bats Skeleton Dragons Three Musketeers
Skeleton Dragons The Log
Three Musketeers Goblins
Goblins Bomber
Goblins Bats Skeleton Dragons Bomber The Log
Skeleton Dragons Three Musketeers Bats
Bomber Bats Skeleton Dragons Three Musketeers The Log
Bomber Three Musketeers Goblins Bats Skeleton Dragons The Log
Three Musketeers
Three Musketeers The Log
Three Musketeers Goblins Bomber Bats Skeleton Dragons
Goblins Bomber Bats Skeleton Dragons Three Musketeers The Log
The Log Bomber Bats Skeleton Dragons
Three Musketeers
Bomber Skeleton Dragons Goblins Bats The Log

Counters to secondary win conditions

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

Goblins
Bomber Skeleton Dragons The Log
Goblins Bats The Log
Bats The Log
Three Musketeers
Skeleton Dragons Bats Three Musketeers
Goblins Bats
Goblins Bats Skeleton Dragons The Log
Skeleton Dragons Three Musketeers
Bats
The Log
Three Musketeers
Bomber Skeleton Dragons Three Musketeers
Goblins Bomber Bats Skeleton Dragons Three Musketeers The Log
Bats Bomber Skeleton Dragons The Log
Bomber

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.)

Skeleton Dragons The Log
Skeleton Dragons The Log
Skeleton Dragons The Log
Skeleton Dragons The Log
Bomber Skeleton Dragons The Log
Skeleton Dragons Bats
Bomber Skeleton Dragons The Log
The Log Skeleton Dragons
The Log Skeleton Dragons
Goblins Bats Three Musketeers
Skeleton Dragons The Log
Skeleton Dragons
Skeleton Dragons Three Musketeers The Log
Skeleton Dragons
Skeleton Dragons The Log
Bomber Skeleton Dragons Three Musketeers The Log
Skeleton Dragons Three Musketeers The Log
Three Musketeers
Bomber Bats Skeleton Dragons
Bomber Skeleton Dragons Three Musketeers The Log
Bomber Skeleton Dragons The Log
Skeleton Dragons The Log
Skeleton Dragons
The Log
Skeleton Dragons The Log
The Log Bomber Skeleton Dragons
The Log Skeleton Dragons
Skeleton Dragons The Log
Skeleton Dragons The Log
Bats Skeleton Dragons
Bats Skeleton Dragons
Bomber Skeleton Dragons The Log
Skeleton Dragons
The Log
Bats
Skeleton Dragons Three Musketeers
The Log
Skeleton Dragons Three Musketeers
The Log Bomber Skeleton Dragons
Skeleton Dragons Three Musketeers
Bats Skeleton Dragons The Log
Bats Skeleton Dragons
The Log
Skeleton Dragons

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