My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Magic Archer

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 Archers Goblin Gang

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 Archers Royal Giant Royal Ghost

Offensive cards

Win conditions

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

Royal Giant 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 Royal Giant Hog Rider Royal Ghost

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 Barbarians Royal Giant Hog Rider Royal Ghost

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 Royal Ghost

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost

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 Royal Ghost

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

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 Archers Goblin Gang Royal Ghost Hog Rider Barbarians Royal Giant

Shortest cycle

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

10 Bats Zap Archers Goblin Gang

Attack Synergies 4 12

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
Royal Giant Hog Rider Zap
Zap
Hog Rider Bats Archers Royal Giant Royal Ghost
Archers
Zap Royal Giant Hog Rider Royal Ghost
Goblin Gang
Hog Rider Royal Giant Royal Ghost
Barbarians
Hog Rider
Royal Giant
Bats Zap Archers Goblin Gang Hog Rider Royal Ghost
Hog Rider
Bats Zap Goblin Gang Archers Barbarians Royal Giant
Royal Ghost
Zap Archers Goblin Gang Royal Giant

Defense Synergies 0 7

Bats
Zap
Zap
Bats Archers Goblin Gang Barbarians Royal Ghost
Archers
Zap Goblin Gang
Goblin Gang
Zap Archers Barbarians
Barbarians
Zap Goblin Gang
Royal Giant
Hog Rider
Royal Ghost
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
Barbarians Bats Zap Goblin Gang
Goblin Gang Barbarians Bats Archers
Barbarians Bats Goblin Gang
Barbarians
Goblin Gang Bats Zap Archers Royal Ghost
Bats Zap Archers Goblin Gang
Zap Barbarians
Barbarians Goblin Gang
Goblin Gang Archers Barbarians Royal Ghost
Bats Archers Goblin Gang Barbarians Zap Royal Ghost
Bats Zap Archers Goblin Gang
Barbarians Bats Zap Goblin Gang
Bats Zap Goblin Gang Barbarians Royal Ghost
Barbarians Goblin Gang
Barbarians Zap Goblin Gang
Barbarians Bats Goblin Gang
Bats Zap Archers Goblin Gang Barbarians Royal Ghost
Zap Bats Archers Barbarians Royal Ghost
Barbarians
Goblin Gang Royal Ghost Bats Archers Barbarians

Counters to secondary win conditions

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

Goblin Gang Barbarians Zap Archers Royal Ghost
Zap Archers Goblin Gang Royal Ghost
Goblin Gang Barbarians Bats Zap
Goblin Gang Bats Zap Barbarians
Barbarians Goblin Gang
Bats Zap Archers Goblin Gang
Goblin Gang Bats Archers Barbarians
Barbarians
Zap Bats Barbarians
Goblin Gang Barbarians
Bats Barbarians
Zap Barbarians
Barbarians Goblin Gang
Archers Barbarians
Goblin Gang Barbarians Bats Zap Archers
Bats Zap Archers Barbarians Royal Ghost

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.)

Royal Ghost
Zap Royal Ghost
Barbarians
Zap
Bats Zap
Archers
Zap
Zap
Bats Goblin Gang
Zap
Zap Archers
Zap
Zap
Bats
Zap Archers
Zap
Zap Barbarians
Zap
Zap Royal Ghost
Zap
Zap
Bats Zap Archers
Zap Bats
Zap
Zap
Zap Bats Archers Goblin Gang Barbarians
Zap Archers
Goblin Gang
Zap
Zap
Zap Bats Goblin Gang
Bats Zap
Zap Royal Ghost

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