My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Godly!
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!

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 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 Firecracker Prince 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 The Log

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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker The Log 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 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

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 The Log Arrows Goblin Gang Firecracker Hog Rider Prince Mega Knight

Shortest cycle

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

10 Bats The Log Arrows 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
Hog Rider Mega Knight Firecracker Prince
Arrows
Hog Rider Prince Mega Knight
Goblin Gang
Hog Rider Firecracker Prince
Firecracker
Hog Rider Bats Goblin Gang Prince Mega Knight
Hog Rider
Bats Arrows Goblin Gang Firecracker The Log Prince Mega Knight
Prince
Mega Knight Bats Arrows Goblin Gang Firecracker Hog Rider The Log
The Log
Hog Rider Prince Mega Knight
Mega Knight
Bats Prince Arrows Firecracker Hog Rider The Log

Defense Synergies 3 11

Bats
Firecracker Prince The Log Mega Knight
Arrows
Mega Knight Prince
Goblin Gang
Firecracker Prince The Log
Firecracker
The Log Bats Goblin Gang Prince Mega Knight
Hog Rider
Prince
The Log Bats Arrows Goblin Gang Firecracker
The Log
Firecracker Prince Bats Goblin Gang Mega Knight
Mega Knight
Arrows Bats Firecracker The Log

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 The Log
Bats Goblin Gang Firecracker Prince The Log Mega Knight
Goblin Gang Prince Mega Knight Bats
Prince Bats Goblin Gang Firecracker Mega Knight
Arrows Firecracker Prince The Log Mega Knight
Arrows Goblin Gang The Log Bats Firecracker Mega Knight
Bats Arrows Goblin Gang Firecracker
Arrows The Log Mega Knight
Goblin Gang Prince
Goblin Gang Firecracker Prince Mega Knight
Bats Goblin Gang Arrows Firecracker The Log Mega Knight
Arrows Bats Goblin Gang Firecracker
Prince Mega Knight Bats Goblin Gang The Log
Mega Knight Bats Arrows Goblin Gang Firecracker Prince The Log
Goblin Gang Prince Mega Knight
Goblin Gang Prince The Log Mega Knight
Mega Knight Bats Arrows Goblin Gang Firecracker Prince
Arrows Mega Knight Bats Goblin Gang Firecracker Prince The Log
Arrows The Log Bats Firecracker Mega Knight
Prince
Goblin Gang Mega Knight Bats Arrows Firecracker Prince The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Prince
Arrows Goblin Gang Firecracker Prince The Log Mega Knight
Goblin Gang Mega Knight Bats Prince The Log
Goblin Gang Prince Mega Knight Bats The Log
Goblin Gang Prince Mega Knight
Arrows Firecracker Bats Goblin Gang
Goblin Gang Prince Bats
Mega Knight Prince
Mega Knight Bats Firecracker Prince The Log
Goblin Gang
Mega Knight Bats Prince
Mega Knight Arrows Prince The Log
Prince Mega Knight Goblin Gang
Firecracker Mega Knight
Goblin Gang Bats Firecracker Prince The Log
Bats Arrows Mega Knight Firecracker The Log

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 The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker Prince The Log
Arrows Firecracker The Log Mega Knight
Arrows Firecracker Bats
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Bats Goblin Gang Prince
Firecracker Arrows Prince The Log
Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Arrows Firecracker Prince The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Mega Knight
Arrows
Bats
Arrows Firecracker Prince The Log Mega Knight
Arrows Firecracker The Log Mega Knight
Prince The Log Mega Knight
Arrows
Prince The Log
Arrows The Log
Arrows Firecracker The Log Mega Knight
Arrows Firecracker The Log
Arrows Prince The Log Mega Knight
Arrows Firecracker The Log
Bats Arrows Firecracker
Bats Firecracker
Arrows The Log Mega Knight
Arrows Firecracker
Prince Mega Knight
Arrows Firecracker The Log
Bats Goblin Gang Prince
Arrows Firecracker
Arrows The Log
Goblin Gang Firecracker Prince Mega Knight
Arrows The Log Firecracker
Arrows
Firecracker Prince Mega Knight
Bats Goblin Gang Firecracker The Log
Firecracker Bats
Firecracker Prince The Log Mega Knight

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