My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Great!
Versatility
Good
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Zappies Wizard Baby Dragon

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 Zappies Wizard Baby Dragon

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.

Zap

Punishments

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

Goblin Gang Hog Rider

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 Baby Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Baby Dragon

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 Knight Baby Dragon

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Knight Goblin Gang Hog Rider Zappies Baby Dragon Wizard

Shortest cycle

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

10 Bats Zap Knight Goblin Gang

Attack Synergies 7 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 Zap Baby Dragon
Zap
Hog Rider Bats Knight Zappies Baby Dragon
Knight
Bats Goblin Gang Hog Rider Baby Dragon Zap Zappies Wizard
Goblin Gang
Knight Hog Rider Baby Dragon
Hog Rider
Bats Zap Knight Goblin Gang Zappies Wizard Baby Dragon
Zappies
Zap Knight Hog Rider Baby Dragon
Wizard
Knight Hog Rider
Baby Dragon
Knight Bats Zap Goblin Gang Hog Rider Zappies

Defense Synergies 2 11

Bats
Knight Zap Zappies Baby Dragon
Zap
Bats Knight Goblin Gang Zappies Baby Dragon
Knight
Bats Goblin Gang Zap Zappies Wizard Baby Dragon
Goblin Gang
Knight Zap Zappies
Hog Rider
Zappies
Bats Zap Knight Goblin Gang
Wizard
Knight
Baby Dragon
Bats Zap Knight

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.

Zap Knight Zappies Wizard Baby Dragon
Bats Zap Knight Goblin Gang Zappies
Goblin Gang Bats Knight Zappies
Bats Knight Goblin Gang Zappies
Goblin Gang Bats Zap Zappies Baby Dragon
Bats Zap Goblin Gang Zappies Wizard Baby Dragon
Zap Baby Dragon
Zappies Goblin Gang
Knight Goblin Gang Zappies
Bats Goblin Gang Zap Knight Zappies Wizard Baby Dragon
Bats Zap Goblin Gang Zappies Wizard Baby Dragon
Bats Zap Knight Goblin Gang Zappies Wizard
Wizard Bats Zap Goblin Gang Zappies Baby Dragon
Knight Goblin Gang Zappies
Zap Goblin Gang Zappies
Wizard Bats Knight Goblin Gang Zappies
Bats Zap Knight Goblin Gang Zappies Wizard Baby Dragon
Zap Wizard Baby Dragon Bats Knight Zappies
Zappies
Goblin Gang Wizard Bats Knight Zappies Baby Dragon

Counters to secondary win conditions

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

Knight Goblin Gang Zap Zappies
Zap Knight Goblin Gang Wizard Baby Dragon
Goblin Gang Zappies Bats Zap Knight
Goblin Gang Bats Zap Knight Zappies
Knight Goblin Gang Zappies
Wizard Bats Zap Goblin Gang Zappies Baby Dragon
Goblin Gang Bats Knight Zappies
Knight Zappies
Zap Bats Knight Zappies Baby Dragon
Goblin Gang Zappies
Bats Knight Zappies
Zap
Knight Goblin Gang Zappies Wizard
Wizard Zappies Baby Dragon
Goblin Gang Zappies Bats Zap Knight Baby Dragon
Bats Zap Zappies Wizard Baby Dragon

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.)

Knight Baby Dragon
Zap Baby Dragon
Baby Dragon
Knight
Wizard Zap Baby Dragon
Wizard Bats Zap Baby Dragon
Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard
Bats Goblin Gang
Zap Knight Wizard
Zap Wizard Baby Dragon
Knight Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Wizard Baby Dragon
Wizard Baby Dragon
Bats
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Baby Dragon
Wizard
Zap Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Baby Dragon
Bats Zap Wizard Baby Dragon
Zap Bats Zappies Wizard
Zap Wizard
Zap Zappies
Wizard
Zap Bats Goblin Gang Zappies
Zap Zappies Wizard Baby Dragon
Knight Goblin Gang Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap
Zap Bats Goblin Gang Zappies Baby Dragon
Bats Zap Zappies
Zap Baby Dragon

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