My Best Clash Royale Deck

Deck Check Rating

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

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 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 Goblin Gang Witch Ice 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 Witch Ice Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

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 Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

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 Goblin Barrel

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 Goblin Barrel
Giant Snowball
Bats Goblin Gang Hog Rider Goblin Barrel Witch
Zap
Bats Goblin Gang Goblin Barrel Witch
Barbarian Barrel
Goblin Gang Goblin Barrel Witch Ice Wizard
The Log
Goblin Gang Hog Rider Goblin Barrel Witch
Earthquake
Goblin Gang Hog Rider Goblin Barrel Witch
Arrows
Bats Goblin Gang Goblin Barrel Witch
Royal Delivery
Bats Goblin Gang Hog Rider Goblin Barrel Witch Ice Wizard
Fireball
Goblin Gang Hog Rider Goblin Barrel Witch Ice Wizard
Poison
Bats Goblin Gang Witch Ice Wizard
Lightning
Witch Ice Wizard
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Wizard 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 Ice Wizard 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.

Goblin Barrel

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 Goblin Barrel Witch Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Gang Goblin Barrel Ice Wizard Hog Rider Witch Mega Knight

Shortest cycle

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

11 Bats Arrows Goblin Gang Goblin Barrel

Attack Synergies 5 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.

Bats
Hog Rider Mega Knight Goblin Barrel
Arrows
Hog Rider Goblin Barrel Mega Knight
Goblin Gang
Hog Rider Goblin Barrel
Hog Rider
Bats Arrows Goblin Gang Goblin Barrel Witch Mega Knight
Goblin Barrel
Goblin Gang Bats Arrows Hog Rider Ice Wizard Mega Knight
Witch
Hog Rider Mega Knight
Ice Wizard
Goblin Barrel
Mega Knight
Bats Arrows Hog Rider Goblin Barrel Witch

Defense Synergies 1 7

Bats
Ice Wizard Mega Knight
Arrows
Mega Knight Ice Wizard
Goblin Gang
Ice Wizard
Hog Rider
Goblin Barrel
Witch
Ice Wizard Mega Knight
Ice Wizard
Bats Arrows Goblin Gang Witch Mega Knight
Mega Knight
Arrows Bats Witch Ice Wizard

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.

Bats Goblin Gang Witch Ice Wizard Mega Knight
Goblin Gang Witch Mega Knight Bats Ice Wizard
Witch Bats Goblin Gang Ice Wizard Mega Knight
Arrows Mega Knight
Arrows Goblin Gang Bats Ice Wizard Mega Knight
Bats Arrows Goblin Gang Witch Ice Wizard
Arrows Mega Knight
Witch Goblin Gang Ice Wizard
Goblin Gang Ice Wizard Mega Knight
Bats Goblin Gang Witch Ice Wizard Arrows Mega Knight
Arrows Bats Goblin Gang Witch Ice Wizard
Mega Knight Bats Goblin Gang Witch Ice Wizard
Mega Knight Bats Arrows Goblin Gang Witch
Goblin Gang Mega Knight
Goblin Gang Mega Knight
Mega Knight Bats Arrows Goblin Gang Witch
Arrows Mega Knight Bats Goblin Gang Witch Ice Wizard
Arrows Witch Bats Ice Wizard Mega Knight
Goblin Gang Mega Knight Bats Arrows Witch

Counters to secondary win conditions

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

Goblin Gang Mega Knight Witch
Arrows Goblin Gang Mega Knight
Goblin Gang Mega Knight Bats Witch
Goblin Gang Mega Knight Bats
Goblin Gang Witch Mega Knight
Arrows Bats Goblin Gang Witch Ice Wizard
Goblin Gang Bats Witch Ice Wizard
Mega Knight
Mega Knight Bats Witch
Witch Goblin Gang
Mega Knight Bats Witch
Mega Knight Arrows
Mega Knight Goblin Gang Witch
Witch Mega Knight
Goblin Gang Witch Bats
Bats Arrows Mega Knight Witch Ice 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.)

Arrows
Arrows Ice Wizard
Arrows
Arrows
Arrows Mega Knight
Arrows Bats Witch Ice Wizard
Arrows Witch
Arrows Ice Wizard
Arrows
Bats Goblin Gang
Arrows
Arrows
Arrows
Arrows
Arrows Witch
Arrows Mega Knight
Arrows
Bats
Arrows Mega Knight
Arrows Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Witch Ice Wizard Mega Knight
Witch
Arrows Witch Ice Wizard
Arrows Witch Mega Knight
Arrows
Bats Arrows Witch Ice Wizard
Bats Witch
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Goblin Gang Witch
Arrows Witch Ice Wizard
Arrows
Goblin Gang Mega Knight
Arrows
Arrows
Mega Knight
Bats Goblin Gang Witch
Bats Witch
Witch Mega Knight

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