My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
Versatility
Great!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Electro Wizard

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 Knight Prince Electro Wizard 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.

Arrows

Punishments

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

Goblin Gang Hog Rider Prince 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.

Knight Goblin Gang Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Knight Prince 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Goblin Gang Hog Rider Electro Wizard Prince Mega Knight

Shortest cycle

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

11 Bats Arrows Knight Goblin Gang

Attack Synergies 8 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.

Bats
Knight Hog Rider Mega Knight Prince
Arrows
Hog Rider Knight Prince Mega Knight
Knight
Bats Goblin Gang Hog Rider Arrows Prince Electro Wizard
Goblin Gang
Knight Hog Rider Prince
Hog Rider
Bats Arrows Knight Goblin Gang Prince Electro Wizard Mega Knight
Prince
Mega Knight Bats Arrows Knight Goblin Gang Hog Rider Electro Wizard
Electro Wizard
Knight Hog Rider Prince Mega Knight
Mega Knight
Bats Prince Arrows Hog Rider Electro Wizard

Defense Synergies 4 9

Bats
Knight Prince Electro Wizard Mega Knight
Arrows
Mega Knight Knight Prince
Knight
Bats Goblin Gang Electro Wizard Arrows
Goblin Gang
Knight Prince Electro Wizard
Hog Rider
Prince
Bats Arrows Goblin Gang Electro Wizard
Electro Wizard
Knight Bats Goblin Gang 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.

Knight Electro Wizard
Bats Knight Goblin Gang Prince Electro Wizard Mega Knight
Goblin Gang Prince Mega Knight Bats Knight Electro Wizard
Prince Bats Knight Goblin Gang Electro Wizard Mega Knight
Arrows Prince Mega Knight
Arrows Goblin Gang Bats Electro Wizard Mega Knight
Bats Electro Wizard Arrows Goblin Gang
Arrows Electro Wizard Mega Knight
Goblin Gang Prince
Knight Goblin Gang Prince Electro Wizard Mega Knight
Bats Goblin Gang Electro Wizard Arrows Knight Mega Knight
Arrows Bats Goblin Gang Electro Wizard
Prince Mega Knight Bats Knight Goblin Gang Electro Wizard
Mega Knight Bats Arrows Goblin Gang Prince Electro Wizard
Knight Goblin Gang Prince Electro Wizard Mega Knight
Goblin Gang Prince Electro Wizard Mega Knight
Mega Knight Bats Arrows Knight Goblin Gang Prince Electro Wizard
Arrows Mega Knight Bats Knight Goblin Gang Prince Electro Wizard
Arrows Bats Knight Electro Wizard Mega Knight
Prince Electro Wizard
Goblin Gang Mega Knight Bats Arrows Knight Prince Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Prince Electro Wizard
Electro Wizard Arrows Knight Goblin Gang Prince Mega Knight
Goblin Gang Mega Knight Bats Knight Prince Electro Wizard
Goblin Gang Prince Mega Knight Bats Knight Electro Wizard
Knight Goblin Gang Prince Mega Knight
Arrows Bats Goblin Gang Electro Wizard
Goblin Gang Prince Bats Knight Electro Wizard
Mega Knight Knight Prince
Electro Wizard Mega Knight Bats Knight Prince
Goblin Gang
Mega Knight Bats Knight Prince
Mega Knight Arrows Prince Electro Wizard
Prince Mega Knight Knight Goblin Gang
Mega Knight
Goblin Gang Electro Wizard Bats Knight Prince
Bats Arrows Mega Knight Electro Wizard
Arrows

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 Knight
Arrows Electro Wizard
Arrows
Arrows Knight Prince
Arrows Mega Knight
Arrows Bats
Arrows
Arrows
Arrows
Bats Goblin Gang Prince Electro Wizard
Arrows Knight Prince Electro Wizard
Arrows
Knight
Arrows
Arrows Prince
Arrows
Arrows Mega Knight
Arrows
Bats
Arrows Prince Electro Wizard Mega Knight
Arrows Mega Knight
Prince Mega Knight
Arrows
Prince
Arrows
Arrows Mega Knight
Arrows Electro Wizard
Arrows Prince Mega Knight
Arrows
Bats Arrows Electro Wizard
Electro Wizard Bats
Arrows Mega Knight
Arrows Electro Wizard
Prince Mega Knight
Arrows
Electro Wizard Bats Goblin Gang Prince
Arrows Electro Wizard
Arrows
Knight Goblin Gang Prince Electro Wizard Mega Knight
Arrows
Arrows
Prince Mega Knight
Bats Goblin Gang Electro Wizard
Bats Electro Wizard
Prince Electro Wizard Mega Knight

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