My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Bats Archers Goblin Gang

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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.

Mortar 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 Mortar Hog Rider

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.

Fire Spirit Knight Goblin Gang Mortar 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 Goblin Gang Hog Rider
Giant Snowball
Fire Spirit Bats Archers Goblin Gang Hog Rider
Zap
Fire Spirit Bats Archers Goblin Gang Mortar
Barbarian Barrel
Fire Spirit Archers Knight Goblin Gang Mortar
The Log
Fire Spirit Archers Goblin Gang Hog Rider
Earthquake
Archers Goblin Gang Mortar Hog Rider
Arrows
Fire Spirit Bats Archers Goblin Gang
Royal Delivery
Fire Spirit Bats Archers Knight Goblin Gang Hog Rider
Fireball
Archers Goblin Gang Mortar Hog Rider
Poison
Bats Archers Goblin Gang Mortar
Lightning
Knight Mortar
Rocket
Mortar Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Mortar

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.

Fire Spirit Bats Knight

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.

Fire Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Archers Knight Goblin Gang Mortar Hog Rider

Shortest cycle

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

8 Fire Spirit Bats Zap Archers

Attack Synergies 9 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.

Fire Spirit
Hog Rider Zap Knight Mortar
Bats
Knight Hog Rider Zap Mortar
Zap
Hog Rider Fire Spirit Bats Archers Knight Mortar
Archers
Knight Zap Mortar Hog Rider
Knight
Bats Archers Goblin Gang Mortar Hog Rider Fire Spirit Zap
Goblin Gang
Knight Hog Rider Mortar
Mortar
Knight Fire Spirit Bats Zap Archers Goblin Gang Hog Rider
Hog Rider
Fire Spirit Bats Zap Knight Goblin Gang Archers Mortar

Defense Synergies 4 11

Fire Spirit
Knight Zap
Bats
Knight Zap Mortar
Zap
Fire Spirit Bats Archers Knight Goblin Gang Mortar
Archers
Knight Zap Goblin Gang Mortar
Knight
Fire Spirit Bats Archers Goblin Gang Zap Mortar
Goblin Gang
Knight Zap Archers Mortar
Mortar
Bats Zap Archers Knight Goblin Gang
Hog Rider

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 Mortar
Bats Zap Knight Goblin Gang Mortar
Goblin Gang Mortar Fire Spirit Bats Archers Knight
Bats Knight Goblin Gang Mortar
Goblin Gang Fire Spirit Bats Zap Archers
Bats Fire Spirit Zap Archers Goblin Gang Mortar
Zap
Goblin Gang Mortar
Knight Goblin Gang Fire Spirit Archers
Bats Archers Goblin Gang Zap Knight
Bats Zap Archers Goblin Gang
Mortar Fire Spirit Bats Zap Knight Goblin Gang
Fire Spirit Bats Zap Goblin Gang Mortar
Knight Goblin Gang Mortar
Zap Goblin Gang Mortar
Bats Knight Goblin Gang Mortar
Fire Spirit Mortar Bats Zap Archers Knight Goblin Gang
Zap Mortar Fire Spirit Bats Archers Knight
Mortar
Goblin Gang Fire Spirit Bats Archers Knight

Counters to secondary win conditions

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

Knight Goblin Gang Zap Archers
Zap Archers Knight Goblin Gang Mortar
Goblin Gang Bats Zap Knight
Goblin Gang Bats Zap Knight
Knight Goblin Gang
Fire Spirit Bats Zap Archers Goblin Gang
Goblin Gang Bats Archers Knight
Knight
Zap Bats Knight Mortar
Goblin Gang
Bats Knight
Zap
Knight Goblin Gang
Archers
Goblin Gang Bats Zap Archers Knight Mortar
Bats Zap Archers

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 Mortar
Mortar Zap
Knight
Fire Spirit Zap Mortar
Fire Spirit Bats Zap
Fire Spirit Archers Mortar
Fire Spirit Zap
Zap Mortar
Fire Spirit Bats Goblin Gang
Zap Knight Mortar
Fire Spirit Zap Archers
Fire Spirit Knight Mortar
Mortar
Zap Mortar
Zap Mortar
Mortar
Mortar
Bats
Fire Spirit Zap Archers Mortar
Fire Spirit Zap Mortar
Zap Mortar
Zap Fire Spirit Mortar
Mortar Zap
Zap Mortar
Zap Mortar
Fire Spirit Bats Zap Archers
Zap Bats
Zap Mortar
Zap
Zap Fire Spirit Bats Archers Goblin Gang
Fire Spirit Zap Archers
Knight Goblin Gang
Zap Mortar
Zap
Zap Bats Goblin Gang
Bats Zap
Zap Mortar

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