My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Goblin Gang Ice Wizard Electro 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 Ice Wizard Electro Wizard 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.

Fire Spirit 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 Electro Wizard

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
Giant Snowball
Fire Spirit Bats Goblin Gang Hog Rider
Zap
Fire Spirit Bats Goblin Gang
Barbarian Barrel
Fire Spirit Goblin Gang Ice Wizard Electro Wizard
The Log
Fire Spirit Goblin Gang Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Fire Spirit Bats Goblin Gang
Royal Delivery
Fire Spirit Bats Goblin Gang Hog Rider Ice Wizard Electro Wizard
Fireball
Goblin Gang Hog Rider Ice Wizard Electro Wizard
Poison
Bats Goblin Gang Ice Wizard Electro Wizard
Lightning
Ice Wizard Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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.

Fire Spirit Bats Ice Wizard 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.

Fire Spirit Goblin Gang Ice Wizard Electro 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.

Fire Spirit Bats Zap Goblin Gang Ice Wizard Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

8 Fire Spirit Bats Zap Goblin Gang

Attack Synergies 6 7

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.

Fire Spirit
Hog Rider Zap
Bats
Hog Rider Mega Knight Zap
Zap
Hog Rider Electro Wizard Fire Spirit Bats Ice Wizard Mega Knight
Goblin Gang
Hog Rider
Hog Rider
Fire Spirit Bats Zap Goblin Gang Electro Wizard Mega Knight
Ice Wizard
Zap
Electro Wizard
Zap Hog Rider Mega Knight
Mega Knight
Bats Zap Hog Rider Electro Wizard

Defense Synergies 2 12

Fire Spirit
Zap Electro Wizard
Bats
Zap Ice Wizard Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Fire Spirit Bats Goblin Gang Ice Wizard
Goblin Gang
Zap Ice Wizard Electro Wizard
Hog Rider
Ice Wizard
Bats Zap Goblin Gang Mega Knight
Electro Wizard
Zap Fire Spirit Bats Goblin Gang Mega Knight
Mega Knight
Zap Bats Ice Wizard Electro Wizard

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 Electro Wizard
Bats Zap Goblin Gang Ice Wizard Electro Wizard Mega Knight
Goblin Gang Mega Knight Fire Spirit Bats Ice Wizard Electro Wizard
Bats Goblin Gang Ice Wizard Electro Wizard Mega Knight
Mega Knight
Goblin Gang Fire Spirit Bats Zap Ice Wizard Electro Wizard Mega Knight
Bats Electro Wizard Fire Spirit Zap Goblin Gang Ice Wizard
Zap Electro Wizard Mega Knight
Goblin Gang Ice Wizard
Goblin Gang Fire Spirit Ice Wizard Electro Wizard Mega Knight
Bats Goblin Gang Ice Wizard Electro Wizard Zap Mega Knight
Bats Zap Goblin Gang Ice Wizard Electro Wizard
Mega Knight Fire Spirit Bats Zap Goblin Gang Ice Wizard Electro Wizard
Fire Spirit Mega Knight Bats Zap Goblin Gang Electro Wizard
Goblin Gang Electro Wizard Mega Knight
Zap Goblin Gang Electro Wizard Mega Knight
Mega Knight Bats Goblin Gang Electro Wizard
Fire Spirit Mega Knight Bats Zap Goblin Gang Ice Wizard Electro Wizard
Zap Fire Spirit Bats Ice Wizard Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Mega Knight Fire Spirit Bats Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Electro Wizard
Electro Wizard Zap Goblin Gang Mega Knight
Goblin Gang Mega Knight Bats Zap Electro Wizard
Goblin Gang Mega Knight Bats Zap Electro Wizard
Goblin Gang Mega Knight
Fire Spirit Bats Zap Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Bats Ice Wizard Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Bats
Goblin Gang
Mega Knight Bats
Mega Knight Zap Electro Wizard
Mega Knight Goblin Gang
Mega Knight
Goblin Gang Electro Wizard Bats Zap
Bats Mega Knight Zap Ice Wizard Electro 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 Electro Wizard
Fire Spirit Zap Mega Knight
Fire Spirit Bats Zap Ice Wizard
Fire Spirit
Fire Spirit Zap Ice Wizard
Zap
Fire Spirit Bats Goblin Gang Electro Wizard
Zap Electro Wizard
Fire Spirit Zap
Fire Spirit
Zap
Zap
Mega Knight
Bats
Fire Spirit Zap Electro Wizard Mega Knight
Fire Spirit Zap Mega Knight
Mega Knight
Zap
Zap Fire Spirit Ice Wizard Mega Knight
Zap Ice Wizard Electro Wizard
Zap Mega Knight
Zap
Fire Spirit Bats Zap Ice Wizard Electro Wizard
Zap Electro Wizard Bats
Zap Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Fire Spirit Bats Goblin Gang
Fire Spirit Zap Ice Wizard Electro Wizard
Goblin Gang Electro Wizard Mega Knight
Zap
Zap
Mega Knight
Zap Bats Goblin Gang Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard Mega Knight

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