My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Minions Goblin Gang Wizard Executioner

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 Executioner

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.

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 Giant

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 Hog Rider Giant

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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Executioner

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 Executioner

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.

Minions Goblin Gang Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Minions Goblin Gang Fireball Hog Rider Giant Wizard Executioner

Shortest cycle

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

12 Bats Minions Goblin Gang Fireball

Attack Synergies 6 8

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 Minions
Minions
Hog Rider Giant Bats
Goblin Gang
Hog Rider Giant
Fireball
Hog Rider Giant
Hog Rider
Bats Minions Goblin Gang Fireball Giant Wizard Executioner
Giant
Bats Minions Goblin Gang Fireball Hog Rider Wizard Executioner
Wizard
Hog Rider Giant
Executioner
Hog Rider Giant

Defense Synergies 0 1

Bats
Minions
Minions
Bats
Goblin Gang
Fireball
Hog Rider
Giant
Wizard
Executioner

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.

Minions Fireball Wizard Executioner
Bats Minions Goblin Gang Executioner
Goblin Gang Bats Minions Executioner
Bats Minions Goblin Gang
Fireball
Goblin Gang Fireball Bats Minions Executioner
Bats Minions Goblin Gang Fireball Wizard Executioner
Fireball
Minions Goblin Gang
Goblin Gang
Bats Minions Goblin Gang Executioner Fireball Wizard
Minions Executioner Bats Goblin Gang Fireball Wizard
Bats Minions Goblin Gang Fireball Wizard
Fireball Wizard Executioner Bats Minions Goblin Gang
Goblin Gang
Goblin Gang Fireball
Wizard Bats Minions Goblin Gang Fireball Executioner
Fireball Bats Minions Goblin Gang Wizard Executioner
Wizard Executioner Bats Minions Fireball
Goblin Gang Wizard Bats Minions Fireball Executioner

Counters to secondary win conditions

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

Goblin Gang Fireball
Fireball Goblin Gang Wizard Executioner
Goblin Gang Bats Minions
Goblin Gang Bats Fireball
Goblin Gang Executioner
Fireball Wizard Executioner Bats Minions Goblin Gang
Goblin Gang Bats Minions Fireball
Bats Minions Fireball
Goblin Gang
Bats Minions
Fireball
Goblin Gang Fireball Wizard Executioner
Wizard Fireball Executioner
Goblin Gang Bats Minions Fireball Executioner
Bats Minions Executioner Fireball 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
Fireball Executioner
Fireball
Fireball
Fireball Wizard Executioner
Fireball Wizard Executioner Bats Minions
Wizard Executioner
Fireball Wizard Executioner
Fireball Wizard
Bats Minions Goblin Gang Fireball
Fireball Wizard
Fireball Wizard Executioner
Fireball Executioner
Minions Fireball
Fireball
Fireball Wizard Executioner
Fireball Wizard Executioner
Fireball
Bats Minions
Fireball Wizard Executioner
Fireball Wizard
Minions Fireball
Fireball Wizard
Fireball
Fireball Wizard Executioner
Fireball Wizard Executioner
Fireball Wizard
Fireball
Bats Fireball Wizard Executioner
Bats Minions Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bats Minions Goblin Gang Fireball
Fireball Wizard Executioner
Fireball
Fireball Goblin Gang Wizard Executioner
Fireball Wizard Executioner
Fireball
Executioner
Bats Minions Goblin Gang Fireball
Bats Fireball Executioner
Fireball Executioner

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