My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard

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 Wizard Balloon

Offensive cards

Win conditions

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

Hog Rider Balloon

Damage spells

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

Zap Tornado

Punishments

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

Hog Rider Balloon

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 Hog Rider Balloon

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 Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado

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 Tornado

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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Goblins Bats Zap Knight Tornado Hog Rider Wizard Balloon

Shortest cycle

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

9 Goblins Bats Zap Knight

Attack Synergies 10 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
Bats
Knight Hog Rider Balloon Zap
Zap
Hog Rider Tornado Balloon Goblins Bats Knight
Knight
Bats Hog Rider Balloon Zap Wizard
Hog Rider
Goblins Bats Zap Knight Wizard Tornado Balloon
Wizard
Tornado Knight Hog Rider Balloon
Tornado
Zap Wizard Hog Rider Balloon
Balloon
Bats Zap Knight Hog Rider Wizard Tornado

Defense Synergies 2 8

Goblins
Zap Knight Wizard
Bats
Knight Zap
Zap
Goblins Bats Knight Tornado
Knight
Bats Goblins Zap Wizard Tornado
Hog Rider
Wizard
Tornado Goblins Knight
Tornado
Wizard Zap Knight
Balloon

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 Wizard
Goblins Bats Zap Knight
Tornado Goblins Bats Knight
Goblins Bats Knight
Tornado
Tornado Goblins Bats Zap
Bats Tornado Zap Wizard
Zap
Goblins Tornado
Knight Tornado Goblins
Goblins Bats Zap Knight Wizard Tornado
Bats Zap Wizard Tornado
Bats Zap Knight Wizard
Wizard Goblins Bats Zap Tornado
Knight
Tornado Zap
Wizard Goblins Bats Knight Tornado
Goblins Bats Zap Knight Wizard Tornado
Zap Wizard Tornado Bats Knight
Tornado
Wizard Goblins Bats Knight

Counters to secondary win conditions

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

Knight Goblins Zap
Zap Knight Wizard
Goblins Bats Zap Knight
Bats Zap Knight Tornado
Knight
Wizard Bats Zap Tornado
Goblins Bats Knight
Knight
Zap Goblins Bats Knight Tornado
Bats Knight
Zap Tornado
Knight Wizard
Wizard
Goblins Bats Zap Knight Tornado
Bats Zap Wizard

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
Zap Tornado
Knight
Wizard Zap
Wizard Bats Zap Tornado
Wizard Tornado
Zap Wizard Tornado
Zap Wizard Tornado
Goblins Bats Tornado
Zap Knight Wizard Tornado
Zap Wizard Tornado
Knight
Zap
Zap Wizard
Wizard
Tornado
Bats
Zap Wizard
Zap Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Tornado Wizard
Zap Wizard Tornado
Zap Wizard Tornado
Zap Tornado
Bats Zap Wizard Tornado
Zap Bats Wizard
Zap Wizard
Zap
Wizard
Zap Bats
Zap Wizard Tornado
Knight Wizard
Zap Wizard
Zap Tornado
Zap Bats Tornado
Bats Zap Tornado
Zap Tornado

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