My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Inferno Tower Magic Archer

Defensive buildings

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

Inferno Tower

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 Magic Archer 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 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 Magic Archer 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 Magic Archer

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
Zap
Bats Goblin Gang Inferno Tower
Barbarian Barrel
Knight Goblin Gang Inferno Tower Magic Archer
The Log
Goblin Gang Hog Rider
Earthquake
Goblin Gang Hog Rider Inferno Tower
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Hog Rider Magic Archer
Fireball
Goblin Gang Hog Rider Inferno Tower Magic Archer
Poison
Bats Goblin Gang Inferno Tower Magic Archer
Lightning
Knight Inferno Tower Magic Archer
Rocket
Hog Rider Inferno Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Magic Archer 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 Inferno Tower 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 Arrows Knight Goblin Gang Hog Rider Magic Archer Inferno Tower Mega Knight

Shortest cycle

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

11 Bats Arrows Knight Goblin Gang

Attack Synergies 7 6

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
Arrows
Hog Rider Knight Mega Knight
Knight
Bats Goblin Gang Hog Rider Arrows Magic Archer
Goblin Gang
Knight Hog Rider
Hog Rider
Bats Arrows Knight Goblin Gang Magic Archer Mega Knight
Inferno Tower
Magic Archer
Knight Hog Rider Mega Knight
Mega Knight
Bats Arrows Hog Rider Magic Archer

Defense Synergies 6 7

Bats
Knight Inferno Tower Mega Knight
Arrows
Mega Knight Knight Inferno Tower
Knight
Bats Goblin Gang Inferno Tower Magic Archer Arrows
Goblin Gang
Knight Inferno Tower Magic Archer
Hog Rider
Inferno Tower
Knight Goblin Gang Bats Arrows Mega Knight
Magic Archer
Knight Goblin Gang Mega Knight
Mega Knight
Arrows Bats Inferno Tower Magic Archer

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 Inferno Tower Magic Archer
Inferno Tower Bats Knight Goblin Gang Mega Knight
Goblin Gang Inferno Tower Mega Knight Bats Knight
Inferno Tower Bats Knight Goblin Gang Mega Knight
Arrows Mega Knight
Arrows Goblin Gang Bats Magic Archer Mega Knight
Bats Inferno Tower Arrows Goblin Gang Magic Archer
Arrows Inferno Tower Magic Archer Mega Knight
Inferno Tower Goblin Gang
Knight Goblin Gang Inferno Tower Mega Knight
Bats Goblin Gang Arrows Knight Magic Archer Mega Knight
Arrows Inferno Tower Bats Goblin Gang Magic Archer
Inferno Tower Mega Knight Bats Knight Goblin Gang
Mega Knight Bats Arrows Goblin Gang Magic Archer
Inferno Tower Knight Goblin Gang Mega Knight
Inferno Tower Goblin Gang Mega Knight
Mega Knight Bats Arrows Knight Goblin Gang Inferno Tower
Arrows Mega Knight Bats Knight Goblin Gang Magic Archer
Arrows Bats Knight Magic Archer Mega Knight
Inferno Tower
Goblin Gang Mega Knight Bats Arrows Knight

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Inferno Tower
Arrows Knight Goblin Gang Magic Archer Mega Knight
Goblin Gang Mega Knight Bats Knight Inferno Tower
Goblin Gang Mega Knight Bats Knight Inferno Tower
Inferno Tower Knight Goblin Gang Mega Knight
Arrows Bats Goblin Gang Magic Archer
Goblin Gang Bats Knight Inferno Tower
Inferno Tower Mega Knight Knight
Mega Knight Bats Knight Inferno Tower Magic Archer
Inferno Tower Goblin Gang
Mega Knight Bats Knight Inferno Tower
Mega Knight Arrows
Mega Knight Knight Goblin Gang Inferno Tower
Magic Archer Mega Knight
Goblin Gang Inferno Tower Bats Knight Magic Archer
Bats Arrows Mega Knight Inferno Tower Magic Archer

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.)

Magic Archer Arrows Knight
Arrows Magic Archer
Arrows Magic Archer
Arrows Knight
Arrows Magic Archer Mega Knight
Arrows Bats Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows
Bats Goblin Gang
Arrows Knight Magic Archer
Arrows Magic Archer
Knight Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Magic Archer Arrows Mega Knight
Arrows
Bats
Arrows Magic Archer Mega Knight
Arrows Magic Archer Mega Knight
Magic Archer Mega Knight
Arrows
Arrows
Arrows Magic Archer Mega Knight
Arrows Magic Archer
Arrows Magic Archer Mega Knight
Arrows Magic Archer
Bats Arrows Magic Archer
Bats
Arrows Magic Archer Mega Knight
Arrows Magic Archer
Mega Knight
Arrows Magic Archer
Bats Goblin Gang Magic Archer
Arrows Magic Archer
Arrows
Knight Goblin Gang Magic Archer Mega Knight
Arrows Magic Archer
Arrows
Mega Knight
Bats Goblin Gang Magic Archer
Bats Magic Archer
Magic Archer Mega Knight

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