My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Good
Versatility
Good
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 Archers Goblin Gang

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 Archers Dark Prince Royal Ghost

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 Rage

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Hog Rider Dark Prince Royal Ghost

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 Dark Prince Royal Ghost

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 Dark Prince Royal Ghost

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 Archers Goblin Gang Hog Rider Dark Prince
Giant Snowball
Bats Archers Goblin Gang Hog Rider
Zap
Bats Archers Goblin Gang Dark Prince
Barbarian Barrel
Archers Goblin Gang Dark Prince Royal Ghost
The Log
Archers Goblin Gang Hog Rider Dark Prince
Earthquake
Archers Goblin Gang Hog Rider
Arrows
Bats Archers Goblin Gang
Royal Delivery
Bats Archers Goblin Gang Hog Rider Dark Prince Royal Ghost
Fireball
Archers Goblin Gang Hog Rider
Poison
Bats Archers Goblin Gang
Lightning
Dark Prince
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince Royal Ghost

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 Rage Dark Prince Royal Ghost

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 Rage Archers Arrows Goblin Gang Royal Ghost Hog Rider Dark Prince

Shortest cycle

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

10 Bats Rage Archers Arrows

Attack Synergies 4 12

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 Rage Dark Prince
Archers
Arrows Hog Rider Dark Prince Royal Ghost
Arrows
Hog Rider Archers Dark Prince
Goblin Gang
Hog Rider Dark Prince Royal Ghost
Hog Rider
Bats Arrows Goblin Gang Rage Archers Dark Prince
Rage
Hog Rider Bats Dark Prince
Dark Prince
Bats Archers Arrows Goblin Gang Hog Rider Rage Royal Ghost
Royal Ghost
Archers Goblin Gang Dark Prince

Defense Synergies 0 6

Bats
Dark Prince
Archers
Goblin Gang Dark Prince
Arrows
Dark Prince
Goblin Gang
Archers Dark Prince
Hog Rider
Rage
Dark Prince
Bats Archers Arrows Goblin Gang Royal Ghost
Royal Ghost
Dark Prince

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.

Bats Goblin Gang Dark Prince
Goblin Gang Bats Archers Dark Prince
Bats Goblin Gang Dark Prince
Arrows Dark Prince
Arrows Goblin Gang Bats Archers Dark Prince Royal Ghost
Bats Archers Arrows Goblin Gang
Arrows
Goblin Gang
Goblin Gang Archers Dark Prince Royal Ghost
Bats Archers Goblin Gang Arrows Dark Prince Royal Ghost
Arrows Bats Archers Goblin Gang
Bats Goblin Gang Dark Prince
Bats Arrows Goblin Gang Dark Prince Royal Ghost
Goblin Gang
Goblin Gang
Bats Arrows Goblin Gang Dark Prince
Arrows Bats Archers Goblin Gang Dark Prince Royal Ghost
Arrows Bats Archers Dark Prince Royal Ghost
Goblin Gang Dark Prince Royal Ghost Bats Archers Arrows

Counters to secondary win conditions

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

Goblin Gang Archers Dark Prince Royal Ghost
Archers Arrows Goblin Gang Royal Ghost
Goblin Gang Bats Dark Prince
Goblin Gang Dark Prince Bats
Goblin Gang Dark Prince
Arrows Bats Archers Goblin Gang
Goblin Gang Dark Prince Bats Archers
Dark Prince
Bats Dark Prince
Goblin Gang
Bats Dark Prince
Arrows Dark Prince
Dark Prince Goblin Gang
Archers
Goblin Gang Bats Archers Dark Prince
Bats Arrows Archers Dark Prince Royal Ghost

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 Royal Ghost
Arrows Royal Ghost
Arrows
Arrows Dark Prince
Arrows Dark Prince
Arrows Bats
Archers Arrows
Arrows
Arrows
Bats Goblin Gang
Arrows Dark Prince
Archers Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Bats
Archers Arrows Dark Prince
Arrows
Arrows
Arrows
Arrows Dark Prince
Arrows Royal Ghost
Arrows
Arrows
Bats Archers Arrows
Bats
Arrows
Arrows
Arrows
Bats Archers Goblin Gang Dark Prince
Archers Arrows
Arrows
Goblin Gang Dark Prince
Arrows
Arrows
Dark Prince
Bats Goblin Gang
Bats
Dark Prince Royal Ghost

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