My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Wizard Inferno Dragon

Defensive buildings

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

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tombstone Giant Skeleton Electro Wizard Inferno 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.

Goblin Gang Hog Rider Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Tombstone Giant Skeleton Inferno 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 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 Zap Goblin Gang Tombstone Hog Rider Electro Wizard Inferno Dragon Giant Skeleton

Shortest cycle

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

10 Bats Zap Goblin Gang Tombstone

Attack Synergies 5 7

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 Skeleton Zap Inferno Dragon
Zap
Hog Rider Electro Wizard Bats Giant Skeleton
Goblin Gang
Hog Rider Giant Skeleton
Tombstone
Hog Rider
Bats Zap Goblin Gang Giant Skeleton Electro Wizard
Giant Skeleton
Bats Zap Goblin Gang Hog Rider Electro Wizard
Electro Wizard
Zap Hog Rider Giant Skeleton
Inferno Dragon
Bats

Defense Synergies 1 16

Bats
Zap Giant Skeleton Electro Wizard Inferno Dragon
Zap
Electro Wizard Bats Goblin Gang Tombstone Giant Skeleton Inferno Dragon
Goblin Gang
Zap Tombstone Giant Skeleton Electro Wizard Inferno Dragon
Tombstone
Zap Goblin Gang Electro Wizard Inferno Dragon
Hog Rider
Giant Skeleton
Bats Zap Goblin Gang Electro Wizard
Electro Wizard
Zap Bats Goblin Gang Tombstone Giant Skeleton Inferno Dragon
Inferno Dragon
Bats Zap Goblin Gang Tombstone Electro 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.

Zap Tombstone Electro Wizard
Inferno Dragon Bats Zap Goblin Gang Tombstone Electro Wizard
Goblin Gang Bats Tombstone Giant Skeleton Electro Wizard Inferno Dragon
Inferno Dragon Bats Goblin Gang Tombstone Electro Wizard
Tombstone Giant Skeleton
Goblin Gang Bats Zap Electro Wizard
Bats Electro Wizard Inferno Dragon Zap Goblin Gang Tombstone
Zap Giant Skeleton Electro Wizard
Inferno Dragon Goblin Gang Tombstone
Goblin Gang Giant Skeleton Electro Wizard
Bats Goblin Gang Electro Wizard Zap Tombstone Giant Skeleton
Inferno Dragon Bats Zap Goblin Gang Electro Wizard
Tombstone Bats Zap Goblin Gang Giant Skeleton Electro Wizard
Bats Zap Goblin Gang Tombstone Electro Wizard
Inferno Dragon Goblin Gang Tombstone Electro Wizard
Zap Goblin Gang Electro Wizard Inferno Dragon
Bats Goblin Gang Tombstone Electro Wizard
Tombstone Bats Zap Goblin Gang Electro Wizard
Zap Bats Tombstone Giant Skeleton Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Goblin Gang Bats Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Tombstone Giant Skeleton Electro Wizard
Electro Wizard Zap Goblin Gang Inferno Dragon
Goblin Gang Tombstone Giant Skeleton Bats Zap Electro Wizard
Goblin Gang Giant Skeleton Bats Zap Electro Wizard
Giant Skeleton Goblin Gang Tombstone Inferno Dragon
Bats Zap Goblin Gang Electro Wizard
Goblin Gang Bats Tombstone Giant Skeleton Electro Wizard
Giant Skeleton Inferno Dragon
Zap Giant Skeleton Electro Wizard Bats Tombstone Inferno Dragon
Goblin Gang Tombstone Inferno Dragon
Inferno Dragon Bats Tombstone Giant Skeleton
Zap Giant Skeleton Electro Wizard
Giant Skeleton Goblin Gang Tombstone
Goblin Gang Tombstone Electro Wizard Bats Zap Giant Skeleton Inferno Dragon
Bats Zap Giant Skeleton Electro Wizard Inferno 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.)

Giant Skeleton
Zap Electro Wizard
Giant Skeleton
Giant Skeleton
Zap
Bats Zap
Zap
Zap
Bats Goblin Gang Electro Wizard
Zap Electro Wizard
Zap
Zap
Zap
Bats
Zap Electro Wizard
Zap
Giant Skeleton
Zap
Zap
Inferno Dragon
Zap Electro Wizard
Zap
Zap
Bats Zap Electro Wizard
Zap Electro Wizard Bats
Zap
Zap Electro Wizard
Giant Skeleton
Zap Electro Wizard Bats Goblin Gang Tombstone
Zap Electro Wizard
Goblin Gang Electro Wizard
Zap
Zap Giant Skeleton
Zap Bats Goblin Gang Giant Skeleton Electro Wizard
Bats Zap Electro Wizard
Zap Giant Skeleton Electro Wizard

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