My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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

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.

Bomber Bats Knight Prince

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.

Hog Rider 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.

Goblins Knight Barbarians Hog Rider Prince

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
Bomber Bats Hog Rider Prince
Giant Snowball
Goblins Bomber Bats Barbarians Hog Rider
Zap
Goblins Bomber Bats Prince
Barbarian Barrel
Goblins Bomber Knight Barbarians
The Log
Goblins Bomber Barbarians Hog Rider Prince
Earthquake
Bomber Barbarians Hog Rider
Arrows
Goblins Bomber Bats
Royal Delivery
Goblins Bomber Bats Knight Barbarians Hog Rider Prince
Fireball
Bomber Barbarians Hog Rider
Poison
Bomber Bats Barbarians
Lightning
Knight Prince
Rocket
Barbarians Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows

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 Knight Prince

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 Barbarians

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 Bomber Bats Arrows Knight Hog Rider Barbarians Prince

Shortest cycle

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

9 Goblins Bomber Bats Arrows

Attack Synergies 5 10

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
Hog Rider
Bomber
Bats Knight Hog Rider Prince
Bats
Knight Hog Rider Bomber Prince
Arrows
Hog Rider Knight Prince
Knight
Bats Hog Rider Bomber Arrows Prince
Barbarians
Hog Rider
Hog Rider
Goblins Bats Arrows Knight Bomber Barbarians Prince
Prince
Bomber Bats Arrows Knight Hog Rider

Defense Synergies 2 7

Goblins
Bomber Knight
Bomber
Knight Goblins Bats
Bats
Knight Bomber Prince
Arrows
Knight Barbarians Prince
Knight
Bomber Bats Goblins Arrows
Barbarians
Arrows
Hog Rider
Prince
Bats Arrows

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.

Bomber Knight
Barbarians Goblins Bomber Bats Knight Prince
Barbarians Prince Goblins Bomber Bats Knight
Barbarians Prince Goblins Bomber Bats Knight
Bomber Arrows Barbarians Prince
Arrows Goblins Bomber Bats
Bats Arrows
Arrows Barbarians
Barbarians Goblins Prince
Knight Goblins Bomber Barbarians Prince
Goblins Bats Barbarians Bomber Arrows Knight
Arrows Bats
Barbarians Prince Bomber Bats Knight
Bomber Goblins Bats Arrows Barbarians Prince
Barbarians Knight Prince
Barbarians Prince
Barbarians Goblins Bomber Bats Arrows Knight Prince
Arrows Goblins Bomber Bats Knight Barbarians Prince
Arrows Bomber Bats Knight Barbarians
Barbarians Prince
Bomber Goblins Bats Arrows Knight Barbarians Prince

Counters to secondary win conditions

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

Knight Barbarians Goblins Prince
Bomber Arrows Knight Prince
Barbarians Goblins Bats Knight Prince
Prince Bats Knight Barbarians
Barbarians Knight Prince
Arrows Bats
Prince Goblins Bats Knight Barbarians
Knight Barbarians Prince
Goblins Bats Knight Barbarians Prince
Barbarians
Bats Knight Barbarians Prince
Arrows Barbarians Prince
Barbarians Prince Knight
Bomber Barbarians
Barbarians Goblins Bomber Bats Knight Prince
Bats Arrows Bomber Barbarians

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 Barbarians Prince
Bomber Arrows
Arrows Bats
Bomber Arrows
Arrows
Arrows
Goblins Bats Prince
Arrows Knight Prince
Arrows
Knight
Arrows
Arrows Prince
Bomber Arrows
Arrows
Arrows
Bomber Bats
Bomber Arrows Prince
Bomber Arrows
Prince
Arrows
Prince
Arrows Barbarians
Arrows Bomber
Arrows
Arrows Prince
Arrows
Bats Arrows
Bats
Bomber Arrows
Arrows
Prince
Arrows
Bats Barbarians Prince
Arrows
Arrows
Knight Prince
Arrows Bomber
Arrows
Prince
Bats
Bats
Prince

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