My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Ram Rider

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Goblin Hut Wizard

Defensive buildings

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

Goblin Hut

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 Goblin Hut 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.

Fireball

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.

Fireball

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Mega Knight

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 Mega 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.

Fireball

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 Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Goblin Gang Fireball Hog Rider Goblin Hut Wizard Mega Knight

Shortest cycle

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

12 Bats Knight Goblin Gang Fireball

Attack Synergies 7 10

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 Hog Rider Mega Knight
Knight
Bats Goblin Gang Hog Rider Fireball Goblin Hut Wizard
Goblin Gang
Knight Hog Rider Goblin Hut
Fireball
Hog Rider Knight Mega Knight
Hog Rider
Bats Knight Goblin Gang Fireball Goblin Hut Wizard Mega Knight
Goblin Hut
Knight Goblin Gang Hog Rider Mega Knight
Wizard
Knight Hog Rider Mega Knight
Mega Knight
Bats Fireball Hog Rider Goblin Hut Wizard

Defense Synergies 2 9

Bats
Knight Mega Knight
Knight
Bats Goblin Gang Fireball Goblin Hut Wizard
Goblin Gang
Knight Goblin Hut
Fireball
Knight Goblin Hut Mega Knight
Hog Rider
Goblin Hut
Knight Goblin Gang Fireball Wizard
Wizard
Knight Goblin Hut Mega Knight
Mega Knight
Bats Fireball 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.

Knight Fireball Goblin Hut Wizard
Bats Knight Goblin Gang Goblin Hut Mega Knight
Goblin Gang Goblin Hut Mega Knight Bats Knight
Goblin Hut Bats Knight Goblin Gang Mega Knight
Fireball Mega Knight
Goblin Gang Fireball Bats Mega Knight
Bats Goblin Gang Fireball Goblin Hut Wizard
Fireball Mega Knight
Goblin Gang Goblin Hut
Knight Goblin Gang Mega Knight
Bats Goblin Gang Knight Fireball Goblin Hut Wizard Mega Knight
Bats Goblin Gang Fireball Goblin Hut Wizard
Goblin Hut Mega Knight Bats Knight Goblin Gang Fireball Wizard
Fireball Wizard Mega Knight Bats Goblin Gang Goblin Hut
Knight Goblin Gang Goblin Hut Mega Knight
Goblin Gang Fireball Goblin Hut Mega Knight
Wizard Mega Knight Bats Knight Goblin Gang Fireball Goblin Hut
Fireball Mega Knight Bats Knight Goblin Gang Goblin Hut Wizard
Wizard Bats Knight Fireball Goblin Hut Mega Knight
Goblin Hut
Goblin Gang Wizard Mega Knight Bats Knight Fireball

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Fireball Goblin Hut
Fireball Knight Goblin Gang Wizard Mega Knight
Goblin Gang Mega Knight Bats Knight Goblin Hut
Goblin Gang Mega Knight Bats Knight Fireball
Knight Goblin Gang Goblin Hut Mega Knight
Fireball Wizard Bats Goblin Gang Goblin Hut
Goblin Gang Bats Knight Fireball Goblin Hut
Mega Knight Knight
Mega Knight Bats Knight Fireball Goblin Hut
Goblin Gang Goblin Hut
Mega Knight Bats Knight Goblin Hut
Mega Knight Fireball
Mega Knight Knight Goblin Gang Fireball Wizard
Wizard Fireball Mega Knight
Goblin Gang Goblin Hut Bats Knight Fireball
Bats Mega Knight Fireball Goblin Hut 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.)

Fireball Knight
Fireball
Fireball Goblin Hut
Knight Fireball
Fireball Wizard Mega Knight
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Wizard
Bats Goblin Gang Fireball
Knight Fireball Wizard
Fireball Wizard
Knight Fireball Goblin Hut
Fireball
Fireball Goblin Hut
Fireball Goblin Hut Wizard
Fireball Goblin Hut Wizard Mega Knight
Fireball
Bats
Fireball Wizard Mega Knight
Fireball Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Bats Fireball Wizard
Bats Fireball Goblin Hut Wizard
Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Goblin Gang Fireball Goblin Hut
Fireball Wizard
Fireball
Fireball Knight Goblin Gang Wizard Mega Knight
Fireball Wizard
Fireball
Mega Knight
Bats Goblin Gang Fireball
Bats Fireball
Fireball Mega Knight

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