My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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!

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 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 Knight Inferno Dragon Mega Knight

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

Punishments

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

Goblin Gang Hog Rider Mega Knight

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 Hog Rider Mega Knight

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 Goblin Gang Hog Rider Skeleton Army Inferno Dragon
Giant Snowball
Bats Goblin Gang Hog Rider Skeleton Army Inferno Dragon
Zap
Bats Goblin Gang Skeleton Army Inferno Dragon
Barbarian Barrel
Knight Goblin Gang Skeleton Army
The Log
Goblin Gang Hog Rider Skeleton Army
Earthquake
Goblin Gang Hog Rider Skeleton Army
Arrows
Bats Goblin Gang Skeleton Army
Royal Delivery
Bats Knight Goblin Gang Hog Rider Skeleton Army Inferno Dragon
Fireball
Goblin Gang Hog Rider Skeleton Army Inferno Dragon
Poison
Bats Goblin Gang Skeleton Army
Lightning
Knight Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Knight Skeleton Army Inferno Dragon Mega Knight

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.

Skeleton Army

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 Arrows Knight Goblin Gang Skeleton Army Hog Rider Inferno Dragon Mega Knight

Shortest cycle

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

11 Bats Arrows Knight Goblin Gang

Attack Synergies 8 4

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 Hog Rider Mega Knight Inferno Dragon
Arrows
Hog Rider Knight Mega Knight
Knight
Bats Goblin Gang Hog Rider Arrows
Goblin Gang
Knight Hog Rider
Hog Rider
Bats Arrows Knight Goblin Gang Mega Knight
Skeleton Army
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Arrows Hog Rider

Defense Synergies 3 8

Bats
Knight Inferno Dragon Mega Knight
Arrows
Mega Knight Knight
Knight
Bats Goblin Gang Arrows Skeleton Army
Goblin Gang
Knight Skeleton Army Inferno Dragon
Hog Rider
Skeleton Army
Knight Goblin Gang Inferno Dragon
Inferno Dragon
Bats Goblin Gang Skeleton Army Mega Knight
Mega Knight
Arrows Bats Inferno Dragon

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.

Knight
Skeleton Army Inferno Dragon Bats Knight Goblin Gang Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Knight Inferno Dragon
Skeleton Army Inferno Dragon Bats Knight Goblin Gang Mega Knight
Arrows Skeleton Army Mega Knight
Arrows Goblin Gang Skeleton Army Bats Mega Knight
Bats Inferno Dragon Arrows Goblin Gang
Arrows Mega Knight
Inferno Dragon Goblin Gang Skeleton Army
Knight Goblin Gang Skeleton Army Mega Knight
Bats Goblin Gang Skeleton Army Arrows Knight Mega Knight
Arrows Inferno Dragon Bats Goblin Gang
Skeleton Army Mega Knight Bats Knight Goblin Gang
Skeleton Army Mega Knight Bats Arrows Goblin Gang
Skeleton Army Inferno Dragon Knight Goblin Gang Mega Knight
Skeleton Army Goblin Gang Inferno Dragon Mega Knight
Mega Knight Bats Arrows Knight Goblin Gang Skeleton Army
Arrows Mega Knight Bats Knight Goblin Gang Skeleton Army
Arrows Bats Knight Inferno Dragon Mega Knight
Inferno Dragon
Goblin Gang Skeleton Army Mega Knight Bats Arrows Knight

Counters to secondary win conditions

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

Knight Goblin Gang Skeleton Army Mega Knight
Arrows Knight Goblin Gang Inferno Dragon Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Knight
Goblin Gang Skeleton Army Mega Knight Bats Knight
Knight Goblin Gang Skeleton Army Inferno Dragon Mega Knight
Arrows Bats Goblin Gang
Goblin Gang Skeleton Army Bats Knight
Mega Knight Knight Skeleton Army Inferno Dragon
Mega Knight Bats Knight Skeleton Army Inferno Dragon
Goblin Gang Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bats Knight
Skeleton Army Mega Knight Arrows
Skeleton Army Mega Knight Knight Goblin Gang
Skeleton Army Mega Knight
Goblin Gang Skeleton Army Bats Knight Inferno Dragon
Bats Arrows Mega Knight 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.)

Arrows Knight
Arrows
Arrows
Arrows Knight
Arrows Mega Knight
Arrows Bats
Arrows
Arrows
Arrows
Bats Goblin Gang
Arrows Knight
Arrows
Knight
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Bats
Arrows Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Inferno Dragon
Arrows
Arrows Mega Knight
Arrows
Bats Arrows
Bats
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Goblin Gang Skeleton Army
Arrows
Arrows
Knight Goblin Gang Mega Knight
Arrows
Arrows
Mega Knight
Bats Goblin Gang
Bats
Mega Knight

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