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.

Bats Goblin Gang Wizard

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 Knight Royal Giant Wizard

Offensive cards

Win conditions

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

Mortar Royal Giant

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 Royal Giant

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.

Knight Goblin Gang Mortar Barbarians Royal Giant

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 Royal Giant
Giant Snowball
Bats Goblin Gang Barbarians
Zap
Bats Goblin Gang Mortar Royal Giant
Barbarian Barrel
Knight Goblin Gang Mortar Barbarians Wizard
The Log
Goblin Gang Barbarians Royal Giant
Earthquake
Goblin Gang Mortar Barbarians
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Barbarians Wizard
Fireball
Goblin Gang Mortar Barbarians Wizard
Poison
Bats Goblin Gang Mortar Barbarians Wizard
Lightning
Knight Mortar Wizard
Rocket
Mortar Barbarians Wizard

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 Mortar Wizard

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 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.

Royal 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.

Goblin Gang Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Knight Goblin Gang Mortar Barbarians Wizard Royal Giant

Shortest cycle

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

10 Bats Zap Knight Goblin Gang

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
Knight Royal Giant Zap Mortar
Zap
Bats Knight Mortar Royal Giant
Knight
Bats Goblin Gang Mortar Zap Wizard
Goblin Gang
Knight Mortar Royal Giant
Mortar
Knight Royal Giant Bats Zap Goblin Gang
Barbarians
Royal Giant
Bats Mortar Zap Goblin Gang Wizard
Wizard
Knight Royal Giant

Defense Synergies 2 11

Bats
Knight Zap Mortar
Zap
Bats Knight Goblin Gang Mortar Barbarians
Knight
Bats Goblin Gang Zap Mortar Wizard
Goblin Gang
Knight Zap Mortar Barbarians
Mortar
Bats Zap Knight Goblin Gang Wizard
Barbarians
Zap Goblin Gang
Royal Giant
Wizard
Knight Mortar

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 Wizard
Barbarians Bats Zap Knight Goblin Gang Mortar
Goblin Gang Mortar Barbarians Bats Knight
Barbarians Bats Knight Goblin Gang Mortar
Barbarians
Goblin Gang Bats Zap
Bats Zap Goblin Gang Mortar Wizard
Zap Barbarians
Barbarians Goblin Gang Mortar
Knight Goblin Gang Barbarians
Bats Goblin Gang Barbarians Zap Knight Wizard
Bats Zap Goblin Gang Wizard
Mortar Barbarians Bats Zap Knight Goblin Gang Wizard
Wizard Bats Zap Goblin Gang Mortar Barbarians
Barbarians Knight Goblin Gang Mortar
Barbarians Zap Goblin Gang Mortar
Barbarians Wizard Bats Knight Goblin Gang Mortar
Mortar Bats Zap Knight Goblin Gang Barbarians Wizard
Zap Mortar Wizard Bats Knight Barbarians
Barbarians Mortar
Goblin Gang Wizard Bats Knight Barbarians

Counters to secondary win conditions

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

Knight Goblin Gang Barbarians Zap
Zap Knight Goblin Gang Mortar Wizard
Goblin Gang Barbarians Bats Zap Knight
Goblin Gang Bats Zap Knight Barbarians
Barbarians Knight Goblin Gang
Wizard Bats Zap Goblin Gang
Goblin Gang Bats Knight Barbarians
Knight Barbarians
Zap Bats Knight Mortar Barbarians
Goblin Gang Barbarians
Bats Knight Barbarians
Zap Barbarians
Barbarians Knight Goblin Gang Wizard
Wizard Barbarians
Goblin Gang Barbarians Bats Zap Knight Mortar
Bats Zap Barbarians 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.)

Knight Mortar
Mortar Zap
Knight Barbarians
Wizard Zap Mortar
Wizard Bats Zap
Mortar Wizard
Zap Wizard
Zap Mortar Wizard
Bats Goblin Gang
Zap Knight Mortar Wizard
Zap Wizard
Knight Mortar
Mortar
Zap Mortar
Zap Mortar Wizard
Mortar Wizard
Mortar
Bats
Zap Mortar Wizard
Zap Mortar Wizard
Wizard
Zap Mortar Barbarians
Zap Mortar Wizard
Mortar Zap Wizard
Zap Mortar Wizard
Zap Mortar
Bats Zap Wizard
Zap Bats Wizard
Zap Mortar Wizard
Zap
Wizard
Zap Bats Goblin Gang Barbarians
Zap Wizard
Knight Goblin Gang Wizard
Zap Mortar Wizard
Zap
Zap Bats Goblin Gang
Bats Zap
Zap Mortar

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