My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Goblin Gang Witch

Defensive buildings

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

Mortar

Investments

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

Skeletons Bats Giant Witch

Offensive cards

Win conditions

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

Mortar Hog Rider Giant

Damage spells

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

Fireball

Punishments

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

Goblin Gang Mortar Hog Rider Giant

Pump responses

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

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Mortar Hog Rider Giant

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

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
Skeletons Bats Goblin Gang Hog Rider Giant
Giant Snowball
Skeletons Bats Goblin Gang Hog Rider Witch
Zap
Skeletons Bats Goblin Gang Mortar Witch
Barbarian Barrel
Skeletons Goblin Gang Mortar Witch
The Log
Skeletons Goblin Gang Hog Rider Witch
Earthquake
Skeletons Goblin Gang Mortar Hog Rider Witch
Arrows
Skeletons Bats Goblin Gang Witch
Royal Delivery
Skeletons Bats Goblin Gang Hog Rider Witch
Fireball
Goblin Gang Mortar Hog Rider Witch
Poison
Bats Goblin Gang Mortar Witch
Lightning
Mortar Witch
Rocket
Mortar Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball

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

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.

Fireball

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 Fireball Witch

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Goblin Gang Mortar Fireball Hog Rider Giant Witch

Shortest cycle

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

10 Skeletons Bats Goblin Gang Mortar

Attack Synergies 4 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.

Skeletons
Bats
Hog Rider Giant Mortar
Goblin Gang
Hog Rider Mortar Giant
Mortar
Bats Goblin Gang Fireball Hog Rider
Fireball
Hog Rider Mortar Giant
Hog Rider
Bats Goblin Gang Fireball Mortar Giant Witch
Giant
Bats Goblin Gang Fireball Hog Rider Witch
Witch
Hog Rider Giant

Defense Synergies 0 6

Skeletons
Bats Mortar Witch
Bats
Skeletons Mortar
Goblin Gang
Mortar
Mortar
Skeletons Bats Goblin Gang Fireball
Fireball
Mortar
Hog Rider
Giant
Witch
Skeletons

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.

Mortar Fireball
Skeletons Bats Goblin Gang Mortar Witch
Goblin Gang Mortar Witch Skeletons Bats
Witch Skeletons Bats Goblin Gang Mortar
Fireball
Goblin Gang Fireball Skeletons Bats
Bats Goblin Gang Mortar Fireball Witch
Fireball
Witch Skeletons Goblin Gang Mortar
Goblin Gang Skeletons
Bats Goblin Gang Witch Skeletons Fireball
Bats Goblin Gang Fireball Witch
Mortar Skeletons Bats Goblin Gang Fireball Witch
Fireball Bats Goblin Gang Mortar Witch
Goblin Gang Mortar
Goblin Gang Mortar Fireball
Skeletons Bats Goblin Gang Mortar Fireball Witch
Mortar Fireball Bats Goblin Gang Witch
Mortar Witch Bats Fireball
Mortar
Goblin Gang Bats Fireball Witch

Counters to secondary win conditions

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

Goblin Gang Skeletons Fireball Witch
Fireball Goblin Gang Mortar
Goblin Gang Skeletons Bats Witch
Goblin Gang Bats Fireball
Skeletons Goblin Gang Witch
Fireball Skeletons Bats Goblin Gang Witch
Goblin Gang Skeletons Bats Fireball Witch
Skeletons Bats Mortar Fireball Witch
Witch Skeletons Goblin Gang
Bats Witch
Fireball
Skeletons Goblin Gang Fireball Witch
Fireball Witch
Goblin Gang Witch Skeletons Bats Mortar Fireball
Bats Fireball Witch

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.)

Fireball Mortar
Mortar Fireball
Fireball
Fireball
Fireball Mortar
Fireball Bats Witch
Mortar Witch
Fireball
Fireball Mortar
Bats Goblin Gang Fireball
Mortar Fireball
Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball Witch
Mortar Fireball
Mortar Fireball
Bats
Mortar Fireball
Mortar Fireball Witch
Fireball
Fireball
Mortar Fireball
Mortar Fireball Witch
Witch
Mortar Fireball Witch
Fireball Mortar Witch
Fireball Mortar
Bats Fireball Witch
Bats Fireball Witch
Fireball
Mortar Fireball
Fireball
Fireball
Bats Goblin Gang Fireball Witch
Fireball Witch
Fireball
Fireball Goblin Gang
Mortar Fireball
Fireball
Bats Goblin Gang Fireball Witch
Bats Fireball Witch
Mortar Fireball Witch

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