My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Minion Horde

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 Knight Battle Ram Dark Prince Giant Skeleton

Offensive cards

Win conditions

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

Battle Ram

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 Battle Ram Dark Prince

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.

Knight Goblin Gang Minion Horde Battle Ram Dark Prince 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.

Dark Prince Giant Skeleton

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 Minion Horde Battle Ram Dark Prince Giant Skeleton
Giant Snowball
Bats Goblin Gang Minion Horde Battle Ram
Zap
Bats Goblin Gang Minion Horde Battle Ram Dark Prince
Barbarian Barrel
Knight Goblin Gang Battle Ram Dark Prince Giant Skeleton
The Log
Goblin Gang Battle Ram Dark Prince Giant Skeleton
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang Minion Horde
Royal Delivery
Bats Knight Goblin Gang Minion Horde Battle Ram Dark Prince Giant Skeleton
Fireball
Goblin Gang Minion Horde Battle Ram
Poison
Bats Goblin Gang Minion Horde
Lightning
Knight Battle Ram Dark Prince
Rocket
Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince

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 Battle Ram Dark Prince Giant Skeleton

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 Minion Horde

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.

Bats Zap Knight Goblin Gang Battle Ram Dark Prince Minion Horde Giant Skeleton

Shortest cycle

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

10 Bats Zap Knight Goblin Gang

Attack Synergies 5 14

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
Knight Giant Skeleton Zap Battle Ram Dark Prince
Zap
Battle Ram Bats Knight Minion Horde Dark Prince Giant Skeleton
Knight
Bats Goblin Gang Battle Ram Zap Minion Horde
Goblin Gang
Knight Battle Ram Dark Prince Giant Skeleton
Minion Horde
Zap Knight Battle Ram Dark Prince Giant Skeleton
Battle Ram
Zap Knight Bats Goblin Gang Minion Horde
Dark Prince
Bats Zap Goblin Gang Minion Horde
Giant Skeleton
Bats Zap Goblin Gang Minion Horde

Defense Synergies 2 11

Bats
Knight Zap Dark Prince Giant Skeleton
Zap
Bats Knight Goblin Gang Minion Horde Dark Prince Giant Skeleton
Knight
Bats Goblin Gang Zap Minion Horde
Goblin Gang
Knight Zap Dark Prince Giant Skeleton
Minion Horde
Zap Knight
Battle Ram
Dark Prince
Bats Zap Goblin Gang
Giant Skeleton
Bats Zap Goblin Gang

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 Minion Horde
Minion Horde Bats Zap Knight Goblin Gang Dark Prince
Goblin Gang Minion Horde Bats Knight Dark Prince Giant Skeleton
Minion Horde Bats Knight Goblin Gang Dark Prince
Dark Prince Giant Skeleton
Goblin Gang Bats Zap Dark Prince
Bats Minion Horde Zap Goblin Gang
Zap Giant Skeleton
Minion Horde Goblin Gang
Knight Goblin Gang Minion Horde Dark Prince Giant Skeleton
Bats Goblin Gang Minion Horde Zap Knight Dark Prince Giant Skeleton
Minion Horde Bats Zap Goblin Gang
Minion Horde Bats Zap Knight Goblin Gang Dark Prince Giant Skeleton
Bats Zap Goblin Gang Minion Horde Dark Prince
Knight Goblin Gang Minion Horde
Minion Horde Zap Goblin Gang
Minion Horde Bats Knight Goblin Gang Dark Prince
Bats Zap Knight Goblin Gang Minion Horde Dark Prince
Zap Bats Knight Dark Prince Giant Skeleton
Goblin Gang Dark Prince Bats Knight Minion Horde Giant Skeleton

Counters to secondary win conditions

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

Knight Goblin Gang Zap Dark Prince Giant Skeleton
Zap Knight Goblin Gang
Goblin Gang Giant Skeleton Bats Zap Knight Minion Horde Dark Prince
Goblin Gang Dark Prince Giant Skeleton Bats Zap Knight Minion Horde
Giant Skeleton Knight Goblin Gang Minion Horde Dark Prince
Bats Zap Goblin Gang Minion Horde
Goblin Gang Dark Prince Bats Knight Minion Horde Giant Skeleton
Giant Skeleton Knight Minion Horde Dark Prince
Zap Minion Horde Giant Skeleton Bats Knight Dark Prince
Goblin Gang Minion Horde
Bats Knight Minion Horde Dark Prince Giant Skeleton
Zap Dark Prince Giant Skeleton
Dark Prince Giant Skeleton Knight Goblin Gang Minion Horde
Minion Horde
Goblin Gang Bats Zap Knight Minion Horde Dark Prince Giant Skeleton
Bats Zap Minion Horde Dark Prince Giant Skeleton

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 Minion Horde Giant Skeleton
Zap
Minion Horde Giant Skeleton
Knight Dark Prince Giant Skeleton
Zap Minion Horde Dark Prince
Bats Zap Minion Horde
Minion Horde
Zap
Zap
Bats Goblin Gang Minion Horde
Zap Knight Minion Horde Dark Prince
Zap
Knight
Minion Horde
Zap
Zap Minion Horde
Minion Horde
Bats Minion Horde
Zap Dark Prince
Zap
Minion Horde Giant Skeleton
Zap Minion Horde
Zap Dark Prince
Minion Horde
Zap
Zap
Zap
Bats Zap Minion Horde
Zap Bats Minion Horde
Minion Horde
Zap Minion Horde
Zap Minion Horde
Minion Horde Giant Skeleton
Zap Minion Horde Bats Goblin Gang Dark Prince
Zap
Knight Goblin Gang Minion Horde Dark Prince
Zap
Zap Giant Skeleton
Minion Horde Dark Prince
Zap Bats Goblin Gang Minion Horde Giant Skeleton
Bats Zap
Zap Dark Prince Giant Skeleton

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