My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Furnace Goblin Hut Electro Wizard

Defensive buildings

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

Furnace Goblin Hut

Investments

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

Bats Furnace Goblin Hut Dark Prince Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows

Punishments

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

Goblin Barrel Dark Prince Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Dark Prince 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.

Goblin Barrel Dark Prince Electro Wizard

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 Barrel Dark Prince
Giant Snowball
Bats Furnace Goblin Hut Goblin Barrel
Zap
Bats Furnace Goblin Hut Goblin Barrel Dark Prince
Barbarian Barrel
Furnace Goblin Hut Goblin Barrel Dark Prince Electro Wizard
The Log
Furnace Goblin Hut Goblin Barrel Dark Prince
Earthquake
Furnace Goblin Hut Goblin Barrel
Arrows
Bats Furnace Goblin Hut Goblin Barrel
Royal Delivery
Bats Goblin Hut Goblin Barrel Dark Prince Electro Wizard
Fireball
Furnace Goblin Hut Goblin Barrel Electro Wizard
Poison
Bats Furnace Goblin Hut Electro Wizard
Lightning
Furnace Goblin Hut Dark Prince Electro Wizard
Rocket
Furnace Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace Dark Prince 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 Dark Prince 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.

Goblin Barrel

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.

Furnace Goblin Barrel Electro 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 Arrows Goblin Barrel Furnace Dark Prince Electro Wizard Goblin Hut Mega Knight

Shortest cycle

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

12 Bats Arrows Goblin Barrel Furnace

Attack Synergies 2 14

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
Mega Knight Goblin Barrel Dark Prince
Arrows
Goblin Barrel Dark Prince Mega Knight
Furnace
Goblin Hut Goblin Barrel Dark Prince
Goblin Hut
Furnace Goblin Barrel Dark Prince Mega Knight
Goblin Barrel
Dark Prince Bats Arrows Furnace Goblin Hut Mega Knight
Dark Prince
Goblin Barrel Bats Arrows Furnace Goblin Hut Electro Wizard
Electro Wizard
Dark Prince Mega Knight
Mega Knight
Bats Arrows Goblin Hut Goblin Barrel Electro Wizard

Defense Synergies 1 13

Bats
Dark Prince Electro Wizard Mega Knight
Arrows
Mega Knight Furnace Goblin Hut Dark Prince
Furnace
Arrows Goblin Hut Dark Prince Electro Wizard
Goblin Hut
Arrows Furnace Dark Prince Electro Wizard
Goblin Barrel
Dark Prince
Bats Arrows Furnace Goblin Hut Electro Wizard
Electro Wizard
Bats Furnace Goblin Hut Dark Prince Mega Knight
Mega Knight
Arrows Bats Electro Wizard

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.

Goblin Hut Electro Wizard
Bats Furnace Goblin Hut Dark Prince Electro Wizard Mega Knight
Furnace Goblin Hut Mega Knight Bats Dark Prince Electro Wizard
Goblin Hut Bats Furnace Dark Prince Electro Wizard Mega Knight
Arrows Dark Prince Mega Knight
Arrows Bats Furnace Dark Prince Electro Wizard Mega Knight
Bats Furnace Electro Wizard Arrows Goblin Hut
Arrows Electro Wizard Mega Knight
Furnace Goblin Hut
Dark Prince Electro Wizard Mega Knight
Bats Electro Wizard Arrows Furnace Goblin Hut Dark Prince Mega Knight
Arrows Bats Furnace Goblin Hut Electro Wizard
Furnace Goblin Hut Mega Knight Bats Dark Prince Electro Wizard
Mega Knight Bats Arrows Furnace Goblin Hut Dark Prince Electro Wizard
Furnace Goblin Hut Electro Wizard Mega Knight
Furnace Goblin Hut Electro Wizard Mega Knight
Mega Knight Bats Arrows Furnace Goblin Hut Dark Prince Electro Wizard
Arrows Mega Knight Bats Furnace Goblin Hut Dark Prince Electro Wizard
Arrows Furnace Bats Goblin Hut Dark Prince Electro Wizard Mega Knight
Goblin Hut Electro Wizard
Dark Prince Mega Knight Bats Arrows Furnace Electro Wizard

Counters to secondary win conditions

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

Mega Knight Furnace Goblin Hut Dark Prince Electro Wizard
Electro Wizard Arrows Mega Knight
Mega Knight Bats Furnace Goblin Hut Dark Prince Electro Wizard
Dark Prince Mega Knight Bats Electro Wizard
Goblin Hut Dark Prince Mega Knight
Arrows Furnace Bats Goblin Hut Electro Wizard
Dark Prince Bats Furnace Goblin Hut Electro Wizard
Mega Knight Dark Prince
Electro Wizard Mega Knight Bats Goblin Hut Dark Prince
Goblin Hut
Mega Knight Bats Goblin Hut Dark Prince
Mega Knight Arrows Dark Prince Electro Wizard
Dark Prince Mega Knight
Furnace Mega Knight
Goblin Hut Electro Wizard Bats Furnace Dark Prince
Bats Arrows Mega Knight Goblin Hut Dark Prince Electro Wizard
Arrows Furnace Goblin Hut

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
Arrows Electro Wizard
Arrows Goblin Hut
Arrows Dark Prince
Arrows Furnace Dark Prince Mega Knight
Arrows Bats Furnace
Arrows Furnace
Arrows
Arrows
Bats Electro Wizard
Arrows Dark Prince Electro Wizard
Arrows
Goblin Hut
Arrows
Arrows Furnace Goblin Hut
Arrows Furnace Goblin Hut
Arrows Furnace Goblin Hut Mega Knight
Arrows
Bats
Arrows Dark Prince Electro Wizard Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Furnace Dark Prince Mega Knight
Arrows Electro Wizard
Arrows Mega Knight
Arrows
Bats Arrows Furnace Electro Wizard
Electro Wizard Bats Goblin Hut
Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Bats Goblin Hut Dark Prince
Arrows Electro Wizard
Arrows
Dark Prince Electro Wizard Mega Knight
Arrows
Arrows
Dark Prince Mega Knight
Bats Electro Wizard
Bats Electro Wizard
Dark Prince Electro Wizard Mega Knight

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