My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers

Defensive buildings

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

Mortar

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 Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Mortar Graveyard

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Freeze

Punishments

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

Mortar Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Graveyard

Dropped at the bridge

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

Goblins Knight Mortar

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.

Graveyard

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 Graveyard
Giant Snowball
Goblins Bats Archers Graveyard
Zap
Goblins Bats Archers Mortar Graveyard
Barbarian Barrel
Goblins Archers Knight Mortar Graveyard
The Log
Goblins Archers Graveyard
Earthquake
Archers Mortar Graveyard
Arrows
Goblins Bats Archers Graveyard
Royal Delivery
Goblins Bats Archers Knight Graveyard
Fireball
Archers Mortar
Poison
Bats Archers Mortar Graveyard
Lightning
Knight Mortar
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar Freeze

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 Knight Freeze

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.

Graveyard

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.

Goblins

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Zap Archers Knight Mortar Freeze Graveyard

Shortest cycle

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

9 Goblins Bats Zap Archers

Attack Synergies 6 11

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.

Goblins
Zap Archers
Bats
Knight Zap Mortar Graveyard
Zap
Graveyard Goblins Bats Archers Knight Mortar Freeze
Archers
Knight Goblins Zap Mortar Graveyard
Knight
Bats Archers Mortar Graveyard Zap
Mortar
Knight Bats Zap Archers
Freeze
Graveyard Zap
Graveyard
Zap Knight Freeze Bats Archers

Defense Synergies 2 13

Goblins
Zap Archers Knight Mortar Freeze
Bats
Knight Zap Mortar Freeze
Zap
Goblins Bats Archers Knight Mortar
Archers
Knight Goblins Zap Mortar
Knight
Bats Archers Goblins Zap Mortar
Mortar
Goblins Bats Zap Archers Knight
Freeze
Goblins Bats
Graveyard

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 Knight Mortar
Goblins Bats Zap Knight Mortar
Mortar Goblins Bats Archers Knight Freeze
Goblins Bats Knight Mortar
Freeze Goblins Bats Zap Archers
Bats Zap Archers Mortar Freeze
Zap
Goblins Mortar
Knight Goblins Archers
Goblins Bats Archers Zap Knight Freeze
Bats Zap Archers
Mortar Bats Zap Knight Freeze
Goblins Bats Zap Mortar Freeze
Knight Mortar
Zap Mortar Freeze
Goblins Bats Knight Mortar
Mortar Goblins Bats Zap Archers Knight
Zap Mortar Freeze Bats Archers Knight
Mortar
Goblins Bats Archers Knight

Counters to secondary win conditions

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

Knight Goblins Zap Archers
Zap Archers Knight Mortar
Goblins Bats Zap Knight
Bats Zap Knight
Knight
Bats Zap Archers Freeze
Goblins Bats Archers Knight
Knight
Zap Freeze Goblins Bats Knight Mortar
Bats Knight
Zap
Knight
Archers
Goblins Bats Zap Archers Knight Mortar Freeze
Bats Zap Archers Freeze

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.)

Knight Mortar Freeze
Mortar Zap
Knight Freeze
Zap Mortar
Bats Zap Freeze
Archers Mortar
Zap Freeze
Zap Mortar
Goblins Bats
Zap Knight Mortar
Zap Archers
Knight Mortar
Mortar Freeze
Zap Mortar
Zap Mortar
Mortar
Mortar Freeze
Bats
Zap Archers Mortar
Zap Mortar
Zap Mortar
Zap Freeze Mortar
Mortar Zap
Zap Mortar
Zap Mortar
Bats Zap Archers
Zap Bats Freeze
Zap Mortar
Zap Freeze
Zap Bats Archers Freeze
Zap Archers
Freeze
Knight
Zap Mortar
Zap
Zap Bats Freeze
Bats Zap
Zap Mortar Freeze

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