My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Great!
Versatility
Good
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 Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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.

Cannon

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.

Hog Rider

Damage spells

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

Zap Poison

Punishments

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

Hog Rider

Pump responses

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

Poison

Dropped at the bridge

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

Goblins Knight Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Zap Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Poison

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 Poison

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 Cannon Hog Rider Poison

Shortest cycle

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

9 Goblins Bats Zap Archers

Attack Synergies 6 9

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 Zap Archers
Bats
Knight Hog Rider Zap
Zap
Hog Rider Goblins Bats Archers Knight Poison
Archers
Knight Goblins Zap Hog Rider
Knight
Bats Archers Hog Rider Zap Poison
Cannon
Hog Rider
Goblins Bats Zap Knight Archers Poison
Poison
Zap Knight Hog Rider

Defense Synergies 4 13

Goblins
Zap Archers Knight Cannon Poison
Bats
Knight Zap Cannon
Zap
Cannon Goblins Bats Archers Knight Poison
Archers
Knight Goblins Zap Cannon
Knight
Bats Archers Cannon Goblins Zap Poison
Cannon
Zap Knight Goblins Bats Archers Poison
Hog Rider
Poison
Goblins Zap Knight Cannon

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 Cannon
Goblins Bats Zap Knight Cannon
Cannon Goblins Bats Archers Knight
Cannon Goblins Bats Knight
Poison
Goblins Bats Zap Archers Cannon
Bats Zap Archers Cannon Poison
Zap Cannon Poison
Cannon Goblins
Knight Goblins Archers Cannon
Goblins Bats Archers Poison Zap Knight Cannon
Bats Zap Archers Poison
Cannon Bats Zap Knight
Goblins Bats Zap Cannon Poison
Knight Cannon
Zap Cannon
Goblins Bats Knight Cannon Poison
Cannon Goblins Bats Zap Archers Knight
Zap Poison Bats Archers Knight Cannon
Cannon
Goblins Bats Archers Knight Cannon Poison

Counters to secondary win conditions

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

Knight Goblins Zap Archers
Poison Zap Archers Knight
Goblins Bats Zap Knight
Bats Zap Knight
Knight Cannon
Poison Bats Zap Archers
Goblins Bats Archers Knight
Knight
Zap Goblins Bats Knight Poison
Cannon
Bats Knight
Zap Poison
Knight Cannon
Archers Cannon
Goblins Bats Zap Archers Knight Poison
Bats Poison Zap Archers Cannon

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.)

Poison Knight
Poison Zap
Poison
Knight Poison
Poison Zap
Poison Bats Zap
Archers Poison
Poison Zap
Poison Zap
Goblins Bats Poison
Poison Zap Knight
Poison Zap Archers
Poison Knight
Poison
Zap Poison
Zap Poison
Poison
Poison
Bats
Zap Archers Poison
Zap Poison
Poison
Poison
Zap Poison
Zap Poison
Poison Zap
Zap Poison
Poison Zap
Poison Bats Zap Archers
Zap Bats Poison
Poison Zap
Zap Poison
Poison
Zap Bats Archers
Poison Zap Archers
Poison Knight
Zap Poison
Zap Poison
Zap Bats Poison
Bats Zap Poison
Poison Zap

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: