My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Firecracker

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 Archers Firecracker Bandit Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Bandit Mega Knight

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.

Goblins Hog Rider Bandit Mega Knight

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.

Firecracker Hog Rider Bandit

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 Archers Hog Rider Bandit
Giant Snowball
Goblins Bats Archers Hog Rider
Zap
Goblins Bats Archers Firecracker Bandit
Barbarian Barrel
Goblins Archers Firecracker Bandit
The Log
Goblins Archers Firecracker Hog Rider Bandit
Earthquake
Archers Firecracker Hog Rider
Arrows
Goblins Bats Archers Firecracker
Royal Delivery
Goblins Bats Archers Firecracker Hog Rider Bandit
Fireball
Archers Firecracker Hog Rider Bandit
Poison
Bats Archers Firecracker
Lightning
Bandit
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Mega Knight

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 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.

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.

Goblins Fireball

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 Bats Archers Firecracker Bandit Fireball Hog Rider Mega Knight

Shortest cycle

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

10 Goblins Bats Archers Firecracker

Attack Synergies 5 12

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
Hog Rider Archers
Bats
Hog Rider Mega Knight Firecracker Bandit
Archers
Goblins Hog Rider Bandit Mega Knight
Firecracker
Hog Rider Bats Bandit Mega Knight
Fireball
Hog Rider Mega Knight
Hog Rider
Goblins Bats Firecracker Fireball Archers Bandit Mega Knight
Bandit
Bats Archers Firecracker Hog Rider Mega Knight
Mega Knight
Bats Archers Firecracker Fireball Hog Rider Bandit

Defense Synergies 0 14

Goblins
Archers Firecracker Bandit
Bats
Firecracker Bandit Mega Knight
Archers
Goblins Firecracker Bandit Mega Knight
Firecracker
Goblins Bats Archers Bandit Mega Knight
Fireball
Bandit Mega Knight
Hog Rider
Bandit
Goblins Bats Archers Firecracker Fireball Mega Knight
Mega Knight
Bats Archers Firecracker Fireball Bandit

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.

Firecracker Fireball
Goblins Bats Firecracker Bandit Mega Knight
Mega Knight Goblins Bats Archers Bandit
Goblins Bats Firecracker Bandit Mega Knight
Firecracker Fireball Mega Knight
Fireball Goblins Bats Archers Firecracker Bandit Mega Knight
Bats Archers Firecracker Fireball
Fireball Bandit Mega Knight
Goblins
Goblins Archers Firecracker Bandit Mega Knight
Goblins Bats Archers Firecracker Fireball Bandit Mega Knight
Bats Archers Firecracker Fireball
Mega Knight Bats Fireball Bandit
Fireball Mega Knight Goblins Bats Firecracker
Bandit Mega Knight
Fireball Bandit Mega Knight
Mega Knight Goblins Bats Firecracker Fireball
Fireball Mega Knight Goblins Bats Archers Firecracker Bandit
Bats Archers Firecracker Fireball Bandit Mega Knight
Mega Knight Goblins Bats Archers Firecracker Fireball Bandit

Counters to secondary win conditions

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

Mega Knight Goblins Archers Fireball Bandit
Fireball Bandit Archers Firecracker Mega Knight
Bandit Mega Knight Goblins Bats
Mega Knight Bats Fireball Bandit
Bandit Mega Knight
Firecracker Fireball Bats Archers
Goblins Bats Archers Fireball Bandit
Mega Knight
Mega Knight Goblins Bats Firecracker Fireball Bandit
Mega Knight Bats
Mega Knight Fireball
Mega Knight Fireball Bandit
Archers Firecracker Fireball Mega Knight
Goblins Bats Archers Firecracker Fireball
Bats Mega Knight Archers Firecracker Fireball

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 Firecracker Bandit
Firecracker Fireball Bandit
Fireball Bandit
Firecracker Fireball
Fireball Firecracker Mega Knight
Firecracker Fireball Bats
Archers Firecracker
Fireball Firecracker
Fireball Firecracker Bandit
Goblins Bats Fireball
Firecracker Fireball Bandit
Fireball Archers Firecracker
Firecracker Fireball Bandit
Firecracker Fireball Bandit
Firecracker Fireball
Firecracker Fireball Bandit
Firecracker Fireball Bandit Mega Knight
Fireball
Bats
Archers Firecracker Fireball Bandit Mega Knight
Firecracker Fireball Mega Knight
Fireball Mega Knight
Fireball
Fireball
Firecracker Fireball Mega Knight
Firecracker Fireball Bandit
Fireball Bandit Mega Knight
Fireball Firecracker Bandit
Bats Archers Firecracker Fireball
Bats Firecracker Fireball
Fireball
Fireball Bandit Mega Knight
Firecracker Fireball
Mega Knight
Firecracker Fireball
Bats Archers Fireball Bandit
Fireball Archers Firecracker
Fireball
Fireball Firecracker Mega Knight
Firecracker Fireball
Fireball
Firecracker Mega Knight
Bats Firecracker Fireball
Firecracker Bats Fireball
Firecracker Fireball Bandit Mega Knight

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