My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard 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 Giant Wizard Bandit Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Giant

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 Giant Bandit

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 Giant Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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

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 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 Gang Bandit Hog Rider Electro Wizard Giant Wizard

Shortest cycle

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

11 Bats Arrows Goblin Gang Bandit

Attack Synergies 5 13

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 Giant Bandit
Arrows
Hog Rider Giant Bandit
Goblin Gang
Hog Rider Giant Bandit
Hog Rider
Bats Arrows Goblin Gang Giant Wizard Bandit Electro Wizard
Giant
Bats Arrows Goblin Gang Hog Rider Wizard Bandit Electro Wizard
Wizard
Hog Rider Giant Bandit
Bandit
Bats Arrows Goblin Gang Hog Rider Giant Wizard Electro Wizard
Electro Wizard
Hog Rider Giant Bandit

Defense Synergies 0 8

Bats
Bandit Electro Wizard
Arrows
Bandit
Goblin Gang
Bandit Electro Wizard
Hog Rider
Giant
Wizard
Bandit Electro Wizard
Bandit
Bats Arrows Goblin Gang Wizard Electro Wizard
Electro Wizard
Bats Goblin Gang Wizard Bandit

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.

Wizard Electro Wizard
Bats Goblin Gang Bandit Electro Wizard
Goblin Gang Bats Bandit Electro Wizard
Bats Goblin Gang Bandit Electro Wizard
Arrows
Arrows Goblin Gang Bats Bandit Electro Wizard
Bats Electro Wizard Arrows Goblin Gang Wizard
Arrows Bandit Electro Wizard
Goblin Gang
Goblin Gang Bandit Electro Wizard
Bats Goblin Gang Electro Wizard Arrows Wizard Bandit
Arrows Bats Goblin Gang Wizard Electro Wizard
Bats Goblin Gang Wizard Bandit Electro Wizard
Wizard Bats Arrows Goblin Gang Electro Wizard
Goblin Gang Bandit Electro Wizard
Goblin Gang Bandit Electro Wizard
Wizard Bats Arrows Goblin Gang Electro Wizard
Arrows Bats Goblin Gang Wizard Bandit Electro Wizard
Arrows Wizard Bats Bandit Electro Wizard
Electro Wizard
Goblin Gang Wizard Bats Arrows Bandit Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Bandit Electro Wizard
Bandit Electro Wizard Arrows Goblin Gang Wizard
Goblin Gang Bandit Bats Electro Wizard
Goblin Gang Bats Bandit Electro Wizard
Goblin Gang Bandit
Arrows Wizard Bats Goblin Gang Electro Wizard
Goblin Gang Bats Bandit Electro Wizard
Electro Wizard Bats Bandit
Goblin Gang
Bats
Arrows Electro Wizard
Goblin Gang Wizard Bandit
Wizard
Goblin Gang Electro Wizard Bats
Bats Arrows Wizard Electro Wizard

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 Bandit
Arrows Bandit Electro Wizard
Arrows Bandit
Arrows
Wizard Arrows
Arrows Wizard Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard Bandit
Bats Goblin Gang Electro Wizard
Arrows Wizard Bandit Electro Wizard
Arrows Wizard
Bandit
Arrows Bandit
Arrows
Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows
Bats
Arrows Wizard Bandit Electro Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard Bandit Electro Wizard
Arrows Wizard Bandit
Arrows Bandit
Bats Arrows Wizard Electro Wizard
Electro Wizard Bats Wizard
Arrows Wizard Bandit
Arrows Electro Wizard
Arrows Wizard
Electro Wizard Bats Goblin Gang Bandit
Arrows Wizard Electro Wizard
Arrows
Goblin Gang Wizard Electro Wizard
Arrows Wizard
Arrows
Bats Goblin Gang Electro Wizard
Bats Electro Wizard
Bandit Electro Wizard

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