My Best Clash Royale Deck

Deck Check Rating

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

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 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 Wizard

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 Rage Tornado

Punishments

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

Goblin Gang Elite Barbarians Hog Rider

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 Elite Barbarians Hog Rider

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado

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 Rage Tornado

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.

Elite Barbarians

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Goblin Gang Tornado Hog Rider Wizard Elite Barbarians

Shortest cycle

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

9 Bats Zap Rage Goblin Gang

Attack Synergies 8 8

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 Zap Elite Barbarians Rage
Zap
Elite Barbarians Hog Rider Tornado Bats
Goblin Gang
Hog Rider
Elite Barbarians
Zap Rage Bats Hog Rider Wizard
Hog Rider
Bats Zap Goblin Gang Rage Elite Barbarians Wizard Tornado
Wizard
Tornado Elite Barbarians Hog Rider Rage
Rage
Elite Barbarians Hog Rider Bats Wizard
Tornado
Zap Wizard Hog Rider

Defense Synergies 1 5

Bats
Zap
Zap
Bats Goblin Gang Elite Barbarians Tornado
Goblin Gang
Zap
Elite Barbarians
Zap Wizard
Hog Rider
Wizard
Tornado Elite Barbarians
Rage
Tornado
Wizard Zap

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
Elite Barbarians Bats Zap Goblin Gang
Goblin Gang Tornado Bats Elite Barbarians
Elite Barbarians Bats Goblin Gang
Elite Barbarians Tornado
Goblin Gang Tornado Bats Zap
Bats Tornado Zap Goblin Gang Wizard
Zap
Goblin Gang Elite Barbarians Tornado
Goblin Gang Elite Barbarians Tornado
Bats Goblin Gang Zap Wizard Tornado
Bats Zap Goblin Gang Wizard Tornado
Bats Zap Goblin Gang Elite Barbarians Wizard
Wizard Bats Zap Goblin Gang Tornado
Elite Barbarians Goblin Gang
Tornado Zap Goblin Gang Elite Barbarians
Wizard Bats Goblin Gang Elite Barbarians Tornado
Bats Zap Goblin Gang Elite Barbarians Wizard Tornado
Zap Wizard Tornado Bats
Elite Barbarians Tornado
Goblin Gang Wizard Bats Elite Barbarians

Counters to secondary win conditions

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

Goblin Gang Zap Elite Barbarians
Zap Goblin Gang Elite Barbarians Wizard
Goblin Gang Bats Zap Elite Barbarians
Goblin Gang Bats Zap Elite Barbarians Tornado
Goblin Gang Elite Barbarians
Wizard Bats Zap Goblin Gang Tornado
Goblin Gang Bats Elite Barbarians
Elite Barbarians
Zap Bats Elite Barbarians Tornado
Goblin Gang
Bats Elite Barbarians
Zap Elite Barbarians Tornado
Elite Barbarians Goblin Gang Wizard
Wizard
Goblin Gang Elite Barbarians Bats Zap Tornado
Bats Zap Elite 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.)

Zap Tornado
Wizard Zap
Wizard Bats Zap Tornado
Wizard Tornado
Zap Wizard Tornado
Zap Wizard Tornado
Bats Goblin Gang Elite Barbarians Tornado
Zap Wizard Tornado
Zap Wizard Tornado
Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard
Tornado
Bats
Zap Wizard
Zap Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Tornado Wizard
Zap Wizard Tornado
Zap Wizard Tornado
Zap Tornado
Elite Barbarians Bats Zap Wizard Tornado
Zap Bats Wizard
Elite Barbarians
Zap Wizard
Zap
Wizard
Zap Bats Goblin Gang
Zap Wizard Tornado
Goblin Gang Wizard
Zap Wizard
Zap Tornado
Elite Barbarians
Zap Bats Goblin Gang Elite Barbarians Tornado
Bats Zap Tornado
Zap Tornado

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