My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 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 Goblin Gang Inferno Tower Ice Wizard Night Witch

Defensive buildings

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

Inferno Tower

Investments

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Inferno Tower Ice Wizard Night Witch 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 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 Zap Goblin Gang Ice Wizard Hog Rider Night Witch Inferno Tower Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Gang Ice Wizard

Attack Synergies 4 6

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
Zap
Hog Rider Bats Ice Wizard Night Witch Mega Knight
Goblin Gang
Hog Rider
Hog Rider
Bats Zap Goblin Gang Mega Knight
Inferno Tower
Ice Wizard
Zap
Night Witch
Zap Mega Knight
Mega Knight
Bats Zap Hog Rider Night Witch

Defense Synergies 2 15

Bats
Zap Inferno Tower Ice Wizard Mega Knight
Zap
Mega Knight Bats Goblin Gang Inferno Tower Ice Wizard Night Witch
Goblin Gang
Inferno Tower Zap Ice Wizard
Hog Rider
Inferno Tower
Goblin Gang Bats Zap Ice Wizard Night Witch Mega Knight
Ice Wizard
Bats Zap Goblin Gang Inferno Tower Night Witch Mega Knight
Night Witch
Zap Inferno Tower Ice Wizard Mega Knight
Mega Knight
Zap Bats Inferno Tower Ice Wizard Night Witch

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 Inferno Tower
Inferno Tower Bats Zap Goblin Gang Ice Wizard Night Witch Mega Knight
Goblin Gang Inferno Tower Mega Knight Bats Ice Wizard Night Witch
Inferno Tower Night Witch Bats Goblin Gang Ice Wizard Mega Knight
Mega Knight
Goblin Gang Bats Zap Ice Wizard Night Witch Mega Knight
Bats Inferno Tower Zap Goblin Gang Ice Wizard Night Witch
Zap Inferno Tower Mega Knight
Inferno Tower Goblin Gang Ice Wizard Night Witch
Goblin Gang Inferno Tower Ice Wizard Night Witch Mega Knight
Bats Goblin Gang Ice Wizard Zap Night Witch Mega Knight
Inferno Tower Bats Zap Goblin Gang Ice Wizard Night Witch
Inferno Tower Night Witch Mega Knight Bats Zap Goblin Gang Ice Wizard
Mega Knight Bats Zap Goblin Gang Night Witch
Inferno Tower Goblin Gang Mega Knight
Inferno Tower Zap Goblin Gang Mega Knight
Mega Knight Bats Goblin Gang Inferno Tower Night Witch
Mega Knight Bats Zap Goblin Gang Ice Wizard Night Witch
Zap Bats Ice Wizard Mega Knight
Inferno Tower
Goblin Gang Mega Knight Bats Night Witch

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Inferno Tower
Zap Goblin Gang Mega Knight
Goblin Gang Mega Knight Bats Zap Inferno Tower
Goblin Gang Mega Knight Bats Zap Inferno Tower Night Witch
Inferno Tower Goblin Gang Night Witch Mega Knight
Bats Zap Goblin Gang Ice Wizard
Goblin Gang Bats Inferno Tower Ice Wizard Night Witch
Inferno Tower Mega Knight
Zap Mega Knight Bats Inferno Tower
Inferno Tower Goblin Gang
Mega Knight Bats Inferno Tower
Mega Knight Zap
Mega Knight Goblin Gang Inferno Tower Night Witch
Mega Knight
Goblin Gang Inferno Tower Bats Zap Night Witch
Bats Mega Knight Zap Inferno Tower 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.)

Zap Ice Wizard
Zap Mega Knight
Bats Zap Ice Wizard
Zap Ice Wizard
Zap
Bats Goblin Gang Night Witch
Zap
Zap
Zap
Zap
Mega Knight
Bats Night Witch
Zap Mega Knight
Zap Mega Knight
Night Witch Mega Knight
Zap
Zap Ice Wizard Mega Knight
Zap Ice Wizard
Zap Mega Knight
Zap
Bats Zap Ice Wizard Night Witch
Zap Bats
Night Witch
Zap Night Witch Mega Knight
Zap
Mega Knight
Zap Bats Goblin Gang Night Witch
Zap Ice Wizard
Goblin Gang Mega Knight
Zap
Zap
Mega Knight
Zap Bats Goblin Gang
Bats Zap
Zap Mega Knight

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