My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Zappies

Defensive buildings

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

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Goblin Cage Zappies Electro Giant Golden Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Tornado

Punishments

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

Golden 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.

Goblins Electro Giant

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.

Golden Knight

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
Skeletons Bats
Giant Snowball
Skeletons Goblins Bats Zappies
Zap
Skeletons Goblins Bats Zappies
Barbarian Barrel
Skeletons Goblins Goblin Cage Zappies
The Log
Skeletons Goblins Goblin Cage Zappies
Earthquake
Skeletons Goblin Cage Zappies
Arrows
Skeletons Goblins Bats Zappies
Royal Delivery
Skeletons Goblins Bats Goblin Cage Zappies
Fireball
Goblin Cage Zappies
Poison
Bats Goblin Cage Zappies
Lightning
Goblin Cage
Rocket

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Electro Giant

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 Tornado Electro Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Goblins Bats Tornado Goblin Cage Zappies Golden Knight Electro Giant

Shortest cycle

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

8 Skeletons Goblins Bats Tornado

Attack Synergies 2 1

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.

Skeletons
Goblins
Bats
Goblin Cage
Goblin Cage
Bats
Zappies
Tornado
Electro Giant
Electro Giant
Tornado Golden Knight
Golden Knight
Electro Giant

Defense Synergies 1 16

Skeletons
Goblin Cage Bats Zappies Tornado
Goblins
Goblin Cage Zappies
Bats
Skeletons Goblin Cage Zappies Golden Knight
Goblin Cage
Skeletons Goblins Bats Zappies Tornado Electro Giant
Zappies
Skeletons Goblins Bats Goblin Cage Tornado Electro Giant Golden Knight
Tornado
Skeletons Goblin Cage Zappies Electro Giant
Electro Giant
Goblin Cage Zappies Tornado Golden Knight
Golden Knight
Bats Zappies Electro Giant

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.

Goblin Cage Zappies Golden Knight
Skeletons Goblins Bats Goblin Cage Zappies
Goblin Cage Tornado Skeletons Goblins Bats Zappies
Goblin Cage Skeletons Goblins Bats Zappies
Goblin Cage Tornado
Tornado Skeletons Goblins Bats Zappies
Bats Tornado Goblin Cage Zappies
Goblin Cage Electro Giant Golden Knight
Zappies Skeletons Goblins Goblin Cage Tornado
Tornado Skeletons Goblins Zappies
Goblins Bats Skeletons Zappies Tornado Electro Giant
Bats Zappies Tornado
Goblin Cage Skeletons Bats Zappies
Goblins Bats Goblin Cage Zappies Tornado Golden Knight
Goblin Cage Zappies
Tornado Goblin Cage Zappies Electro Giant
Skeletons Goblins Bats Goblin Cage Zappies Tornado
Goblin Cage Goblins Bats Zappies Tornado Golden Knight
Goblin Cage Tornado Bats Zappies
Goblin Cage Zappies Tornado
Goblins Bats Zappies Electro Giant

Counters to secondary win conditions

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

Skeletons Goblins Goblin Cage Zappies Electro Giant
Zappies Skeletons Goblins Bats Goblin Cage Golden Knight
Bats Goblin Cage Zappies Tornado
Skeletons Goblin Cage Zappies
Electro Giant Skeletons Bats Zappies Tornado
Skeletons Goblins Bats Goblin Cage Zappies
Goblin Cage Zappies
Goblin Cage Skeletons Goblins Bats Zappies Tornado
Skeletons Goblin Cage Zappies
Bats Goblin Cage Zappies Golden Knight
Goblin Cage Tornado Electro Giant
Skeletons Goblin Cage Zappies Golden Knight
Goblin Cage Zappies Electro Giant
Zappies Electro Giant Skeletons Goblins Bats Goblin Cage Tornado Golden Knight
Bats Goblin Cage Zappies Electro Giant Golden Knight

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.)

Golden Knight
Tornado Golden Knight
Electro Giant Bats Tornado
Tornado
Tornado
Tornado Golden Knight
Goblins Bats Tornado
Tornado Golden Knight
Tornado
Golden Knight
Golden Knight
Tornado
Bats
Tornado Electro Giant Golden Knight
Tornado
Tornado
Tornado Electro Giant
Tornado Golden Knight
Tornado Golden Knight
Tornado Golden Knight
Bats Tornado Electro Giant
Bats Zappies Electro Giant
Zappies
Bats Zappies
Zappies Tornado
Tornado Electro Giant
Electro Giant Bats Zappies Tornado Golden Knight
Bats Zappies Tornado
Tornado Electro Giant Golden Knight

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