My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Baby Dragon 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 Wizard Baby Dragon Electro Wizard

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.

Fireball

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.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Baby Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Barbarians Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Goblin Gang Fireball Hog Rider Baby Dragon Electro Wizard Barbarians Wizard

Shortest cycle

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

13 Bats Goblin Gang Fireball Hog Rider

Attack Synergies 3 9

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 Baby Dragon
Goblin Gang
Hog Rider Baby Dragon
Barbarians
Hog Rider
Fireball
Hog Rider Baby Dragon Electro Wizard
Hog Rider
Bats Goblin Gang Fireball Barbarians Wizard Baby Dragon Electro Wizard
Wizard
Hog Rider
Baby Dragon
Bats Goblin Gang Fireball Hog Rider Electro Wizard
Electro Wizard
Fireball Hog Rider Baby Dragon

Defense Synergies 0 6

Bats
Baby Dragon Electro Wizard
Goblin Gang
Barbarians Electro Wizard
Barbarians
Goblin Gang
Fireball
Electro Wizard
Hog Rider
Wizard
Electro Wizard
Baby Dragon
Bats
Electro Wizard
Bats Goblin Gang Fireball 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.

Fireball Wizard Baby Dragon Electro Wizard
Barbarians Bats Goblin Gang Electro Wizard
Goblin Gang Barbarians Bats Electro Wizard
Barbarians Bats Goblin Gang Electro Wizard
Barbarians Fireball
Goblin Gang Fireball Bats Baby Dragon Electro Wizard
Bats Electro Wizard Goblin Gang Fireball Wizard Baby Dragon
Barbarians Fireball Baby Dragon Electro Wizard
Barbarians Goblin Gang
Goblin Gang Barbarians Electro Wizard
Bats Goblin Gang Barbarians Electro Wizard Fireball Wizard Baby Dragon
Bats Goblin Gang Fireball Wizard Baby Dragon Electro Wizard
Barbarians Bats Goblin Gang Fireball Wizard Electro Wizard
Fireball Wizard Bats Goblin Gang Barbarians Baby Dragon Electro Wizard
Barbarians Goblin Gang Electro Wizard
Barbarians Goblin Gang Fireball Electro Wizard
Barbarians Wizard Bats Goblin Gang Fireball Electro Wizard
Fireball Bats Goblin Gang Barbarians Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon Bats Barbarians Fireball Electro Wizard
Barbarians Electro Wizard
Goblin Gang Wizard Bats Barbarians Fireball Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Barbarians Fireball Electro Wizard
Fireball Electro Wizard Goblin Gang Wizard Baby Dragon
Goblin Gang Barbarians Bats Electro Wizard
Goblin Gang Bats Barbarians Fireball Electro Wizard
Barbarians Goblin Gang
Fireball Wizard Bats Goblin Gang Baby Dragon Electro Wizard
Goblin Gang Bats Barbarians Fireball Electro Wizard
Barbarians
Electro Wizard Bats Barbarians Fireball Baby Dragon
Goblin Gang Barbarians
Bats Barbarians
Barbarians Fireball Electro Wizard
Barbarians Goblin Gang Fireball Wizard
Wizard Barbarians Fireball Baby Dragon
Goblin Gang Barbarians Electro Wizard Bats Fireball Baby Dragon
Bats Barbarians Fireball Wizard Baby Dragon 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.)

Fireball Baby Dragon
Fireball Baby Dragon Electro Wizard
Fireball Baby Dragon
Barbarians Fireball
Fireball Wizard Baby Dragon
Fireball Wizard Bats Baby Dragon
Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard
Bats Goblin Gang Fireball Electro Wizard
Fireball Wizard Electro Wizard
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Bats
Fireball Wizard Baby Dragon Electro Wizard
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fireball Wizard
Barbarians Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon Electro Wizard
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Bats Fireball Wizard Baby Dragon Electro Wizard
Electro Wizard Bats Fireball Wizard
Fireball
Fireball Wizard
Fireball Electro Wizard
Fireball Wizard
Electro Wizard Bats Goblin Gang Barbarians Fireball
Fireball Wizard Baby Dragon Electro Wizard
Fireball
Fireball Goblin Gang Wizard Baby Dragon Electro Wizard
Fireball Wizard Baby Dragon
Fireball
Bats Goblin Gang Fireball Baby Dragon Electro Wizard
Bats Fireball Electro Wizard
Fireball Baby Dragon Electro Wizard

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