My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Firecracker Little Prince

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 Firecracker Mega Knight Little Prince

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.

Arrows Tornado

Punishments

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

Goblin Gang Hog Rider Mega Knight

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 Hog Rider 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

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 Hog Rider
Giant Snowball
Bats Goblin Gang Hog Rider Little Prince
Zap
Bats Goblin Gang Firecracker Little Prince
Barbarian Barrel
Goblin Gang Firecracker Little Prince
The Log
Goblin Gang Firecracker Hog Rider Little Prince
Earthquake
Goblin Gang Firecracker Hog Rider
Arrows
Bats Goblin Gang Firecracker Little Prince
Royal Delivery
Bats Goblin Gang Firecracker Hog Rider Little Prince
Fireball
Goblin Gang Firecracker Hog Rider Little Prince
Poison
Bats Goblin Gang Firecracker Little Prince
Lightning
Little Prince
Rocket
Hog Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Tornado 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 Arrows Tornado Mega Knight

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

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.

Bats Arrows Goblin Gang Firecracker Tornado Little Prince Hog Rider Mega Knight

Shortest cycle

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

11 Bats Arrows Goblin Gang Firecracker

Attack Synergies 5 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.

Bats
Hog Rider Mega Knight Firecracker
Arrows
Hog Rider Mega Knight
Goblin Gang
Hog Rider Firecracker
Firecracker
Hog Rider Bats Goblin Gang Tornado Mega Knight
Hog Rider
Bats Arrows Goblin Gang Firecracker Tornado Mega Knight Little Prince
Tornado
Firecracker Hog Rider Mega Knight
Mega Knight
Bats Arrows Firecracker Hog Rider Tornado
Little Prince
Hog Rider

Defense Synergies 1 9

Bats
Firecracker Mega Knight
Arrows
Mega Knight Tornado Little Prince
Goblin Gang
Firecracker
Firecracker
Bats Goblin Gang Tornado Mega Knight
Hog Rider
Tornado
Arrows Firecracker Mega Knight Little Prince
Mega Knight
Arrows Bats Firecracker Tornado
Little Prince
Arrows Tornado

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
Bats Goblin Gang Firecracker Mega Knight
Goblin Gang Tornado Mega Knight Bats
Bats Goblin Gang Firecracker Mega Knight
Arrows Firecracker Tornado Mega Knight
Arrows Goblin Gang Tornado Bats Firecracker Mega Knight
Bats Tornado Arrows Goblin Gang Firecracker Little Prince
Arrows Mega Knight
Goblin Gang Tornado
Goblin Gang Tornado Firecracker Mega Knight Little Prince
Bats Goblin Gang Arrows Firecracker Tornado Mega Knight
Arrows Bats Goblin Gang Firecracker Tornado
Mega Knight Bats Goblin Gang
Mega Knight Bats Arrows Goblin Gang Firecracker Tornado
Goblin Gang Mega Knight
Tornado Goblin Gang Mega Knight
Mega Knight Bats Arrows Goblin Gang Firecracker Tornado
Arrows Mega Knight Bats Goblin Gang Firecracker Tornado Little Prince
Arrows Tornado Bats Firecracker Mega Knight Little Prince
Tornado
Goblin Gang Mega Knight Bats Arrows Firecracker Little Prince

Counters to secondary win conditions

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

Goblin Gang Mega Knight
Arrows Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Bats
Goblin Gang Mega Knight Bats Tornado
Goblin Gang Mega Knight
Arrows Firecracker Bats Goblin Gang Tornado
Goblin Gang Bats
Mega Knight
Mega Knight Bats Firecracker Tornado
Goblin Gang
Mega Knight Bats
Mega Knight Arrows Tornado
Mega Knight Goblin Gang
Firecracker Mega Knight
Goblin Gang Bats Firecracker Tornado Little Prince
Bats Arrows Mega Knight Firecracker

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.)

Arrows Firecracker
Arrows Firecracker Tornado
Arrows
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Bats Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Bats Goblin Gang Tornado
Firecracker Arrows Tornado
Arrows Firecracker Tornado
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Tornado
Bats
Arrows Firecracker Mega Knight
Arrows Firecracker Tornado Mega Knight Little Prince
Mega Knight
Arrows Tornado
Tornado
Arrows
Arrows Firecracker Tornado Mega Knight Little Prince
Arrows Firecracker Tornado
Arrows Tornado Mega Knight
Arrows Firecracker Tornado
Bats Arrows Firecracker Tornado Little Prince
Bats Firecracker
Arrows Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Bats Goblin Gang
Arrows Firecracker Tornado
Arrows
Goblin Gang Firecracker Mega Knight
Arrows Firecracker
Arrows Tornado
Firecracker Mega Knight
Bats Goblin Gang Firecracker Tornado
Firecracker Bats Tornado
Firecracker Tornado Mega Knight Little Prince

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