My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Goblin Gang Wizard Inferno Dragon

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 Archers Wizard Inferno Dragon Mega 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

Punishments

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

Goblin Gang Hog Rider Mega Knight

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.

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Mega Knight

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 Inferno Dragon Mega 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.

Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Goblin Gang Hog Rider Inferno Dragon Wizard Mega Knight

Shortest cycle

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

10 Bats Zap Archers Goblin Gang

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.

Bats
Hog Rider Mega Knight Zap Inferno Dragon
Zap
Hog Rider Bats Archers Mega Knight
Archers
Zap Hog Rider Inferno Dragon Mega Knight
Goblin Gang
Hog Rider
Hog Rider
Bats Zap Goblin Gang Archers Wizard Mega Knight
Wizard
Hog Rider Mega Knight
Inferno Dragon
Mega Knight Bats Archers
Mega Knight
Bats Inferno Dragon Zap Archers Hog Rider Wizard

Defense Synergies 1 11

Bats
Zap Inferno Dragon Mega Knight
Zap
Mega Knight Bats Archers Goblin Gang Inferno Dragon
Archers
Zap Goblin Gang Mega Knight
Goblin Gang
Zap Archers Inferno Dragon
Hog Rider
Wizard
Mega Knight
Inferno Dragon
Bats Zap Goblin Gang Mega Knight
Mega Knight
Zap Bats Archers Wizard Inferno Dragon

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 Wizard
Inferno Dragon Bats Zap Goblin Gang Mega Knight
Goblin Gang Mega Knight Bats Archers Inferno Dragon
Inferno Dragon Bats Goblin Gang Mega Knight
Mega Knight
Goblin Gang Bats Zap Archers Mega Knight
Bats Inferno Dragon Zap Archers Goblin Gang Wizard
Zap Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Archers Mega Knight
Bats Archers Goblin Gang Zap Wizard Mega Knight
Inferno Dragon Bats Zap Archers Goblin Gang Wizard
Mega Knight Bats Zap Goblin Gang Wizard
Wizard Mega Knight Bats Zap Goblin Gang
Inferno Dragon Goblin Gang Mega Knight
Zap Goblin Gang Inferno Dragon Mega Knight
Wizard Mega Knight Bats Goblin Gang
Mega Knight Bats Zap Archers Goblin Gang Wizard
Zap Wizard Bats Archers Inferno Dragon Mega Knight
Inferno Dragon
Goblin Gang Wizard Mega Knight Bats Archers

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Archers
Zap Archers Goblin Gang Wizard Inferno Dragon Mega Knight
Goblin Gang Mega Knight Bats Zap
Goblin Gang Mega Knight Bats Zap
Goblin Gang Inferno Dragon Mega Knight
Wizard Bats Zap Archers Goblin Gang
Goblin Gang Bats Archers
Mega Knight Inferno Dragon
Zap Mega Knight Bats Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Zap
Mega Knight Goblin Gang Wizard
Wizard Archers Mega Knight
Goblin Gang Bats Zap Archers Inferno Dragon
Bats Mega Knight Zap Archers Wizard Inferno Dragon

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.)

Zap
Wizard Zap Mega Knight
Wizard Bats Zap
Archers Wizard
Zap Wizard
Zap Wizard
Bats Goblin Gang
Zap Wizard
Zap Archers Wizard
Zap
Zap Wizard
Wizard Mega Knight
Bats
Zap Archers Wizard Mega Knight
Zap Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Wizard Mega Knight
Inferno Dragon
Zap Wizard
Zap Wizard Mega Knight
Zap
Bats Zap Archers Wizard
Zap Bats Wizard
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Bats Archers Goblin Gang
Zap Archers Wizard
Goblin Gang Wizard Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Bats Goblin Gang
Bats Zap
Zap Mega Knight

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