My Best Clash Royale Deck

Deck Check Rating

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

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.

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 Dark Prince Cannon Cart 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 Dark Prince Cannon Cart

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 Cannon Cart

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 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 Dark Prince Cannon Cart Inferno Dragon
Giant Snowball
Bats Goblin Gang Hog Rider Inferno Dragon
Zap
Bats Goblin Gang Dark Prince Cannon Cart Inferno Dragon
Barbarian Barrel
Goblin Gang Dark Prince Cannon Cart Electro Wizard
The Log
Goblin Gang Hog Rider Dark Prince Cannon Cart
Earthquake
Goblin Gang Hog Rider
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Hog Rider Dark Prince Cannon Cart Electro Wizard Inferno Dragon
Fireball
Goblin Gang Hog Rider Cannon Cart Electro Wizard Inferno Dragon
Poison
Bats Goblin Gang Electro Wizard
Lightning
Dark Prince Cannon Cart Electro Wizard Inferno Dragon
Rocket
Hog Rider Cannon Cart 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 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 Dark Prince 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.

Mediocre

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 Hog Rider Dark Prince Electro Wizard Inferno Dragon Cannon Cart

Shortest cycle

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

11 Bats Zap Goblin Gang Hog Rider

Attack Synergies 5 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 Zap Dark Prince Cannon Cart Inferno Dragon
Zap
Hog Rider Cannon Cart Electro Wizard Bats Dark Prince
Goblin Gang
Hog Rider Dark Prince Cannon Cart
Hog Rider
Bats Zap Goblin Gang Dark Prince Cannon Cart Electro Wizard
Dark Prince
Bats Zap Goblin Gang Hog Rider Electro Wizard
Cannon Cart
Zap Bats Goblin Gang Hog Rider Electro Wizard
Electro Wizard
Zap Hog Rider Dark Prince Cannon Cart
Inferno Dragon
Bats

Defense Synergies 1 17

Bats
Zap Dark Prince Cannon Cart Electro Wizard Inferno Dragon
Zap
Electro Wizard Bats Goblin Gang Dark Prince Cannon Cart Inferno Dragon
Goblin Gang
Zap Dark Prince Cannon Cart Electro Wizard Inferno Dragon
Hog Rider
Dark Prince
Bats Zap Goblin Gang Cannon Cart Electro Wizard
Cannon Cart
Bats Zap Goblin Gang Dark Prince Electro Wizard
Electro Wizard
Zap Bats Goblin Gang Dark Prince Cannon Cart Inferno Dragon
Inferno Dragon
Bats Zap Goblin Gang 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.

Cannon Cart Zap Electro Wizard
Inferno Dragon Bats Zap Goblin Gang Dark Prince Cannon Cart Electro Wizard
Goblin Gang Bats Dark Prince Cannon Cart Electro Wizard Inferno Dragon
Inferno Dragon Bats Goblin Gang Dark Prince Cannon Cart Electro Wizard
Dark Prince
Goblin Gang Bats Zap Dark Prince Cannon Cart Electro Wizard
Bats Electro Wizard Inferno Dragon Zap Goblin Gang
Zap Cannon Cart Electro Wizard
Inferno Dragon Goblin Gang
Goblin Gang Dark Prince Cannon Cart Electro Wizard
Bats Goblin Gang Electro Wizard Zap Dark Prince Cannon Cart
Inferno Dragon Bats Zap Goblin Gang Electro Wizard
Bats Zap Goblin Gang Dark Prince Cannon Cart Electro Wizard
Bats Zap Goblin Gang Dark Prince Cannon Cart Electro Wizard
Inferno Dragon Goblin Gang Cannon Cart Electro Wizard
Zap Goblin Gang Electro Wizard Inferno Dragon
Bats Goblin Gang Dark Prince Cannon Cart Electro Wizard
Bats Zap Goblin Gang Dark Prince Cannon Cart Electro Wizard
Zap Bats Dark Prince Cannon Cart Electro Wizard Inferno Dragon
Cannon Cart Electro Wizard Inferno Dragon
Goblin Gang Dark Prince Bats Cannon Cart Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Dark Prince Cannon Cart Electro Wizard
Electro Wizard Zap Goblin Gang Cannon Cart Inferno Dragon
Goblin Gang Bats Zap Dark Prince Cannon Cart Electro Wizard
Goblin Gang Dark Prince Bats Zap Cannon Cart Electro Wizard
Goblin Gang Dark Prince Cannon Cart Inferno Dragon
Bats Zap Goblin Gang Electro Wizard
Goblin Gang Dark Prince Bats Cannon Cart Electro Wizard
Dark Prince Cannon Cart Inferno Dragon
Zap Electro Wizard Bats Dark Prince Cannon Cart Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Bats Dark Prince Cannon Cart
Zap Dark Prince Electro Wizard
Dark Prince Cannon Cart Goblin Gang
Cannon Cart
Goblin Gang Electro Wizard Bats Zap Dark Prince Cannon Cart Inferno Dragon
Bats Zap Dark Prince Cannon Cart 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.)

Zap Electro Wizard
Cannon Cart
Cannon Cart Dark Prince
Zap Dark Prince
Bats Zap
Zap
Zap
Bats Goblin Gang Electro Wizard
Zap Dark Prince Cannon Cart Electro Wizard
Zap
Cannon Cart
Cannon Cart
Zap Cannon Cart
Zap Cannon Cart
Cannon Cart
Bats
Zap Dark Prince Electro Wizard
Zap
Zap Cannon Cart
Zap Dark Prince
Inferno Dragon
Zap Electro Wizard
Zap
Zap
Bats Zap Electro Wizard
Zap Electro Wizard Bats
Zap
Zap Electro Wizard
Zap Electro Wizard Bats Goblin Gang Dark Prince Cannon Cart
Zap Electro Wizard
Goblin Gang Dark Prince Cannon Cart Electro Wizard
Zap
Zap
Dark Prince Cannon Cart
Zap Bats Goblin Gang Electro Wizard
Bats Zap Electro Wizard
Zap Dark Prince Cannon Cart Electro Wizard

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