My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Rascals

Deck tips

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

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!

Similar decks

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.

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 Archers Knight

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Fireball

Punishments

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

Goblin Gang Mortar Hog Rider

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 Mortar 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Fireball

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 Arrows 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

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 Archers Arrows Knight Goblin Gang Mortar Fireball Hog Rider

Shortest cycle

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

11 Bats Archers Arrows Knight

Attack Synergies 10 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 Mortar
Archers
Knight Arrows Mortar Hog Rider
Arrows
Fireball Hog Rider Archers Knight Mortar
Knight
Bats Archers Goblin Gang Mortar Hog Rider Arrows Fireball
Goblin Gang
Knight Hog Rider Mortar
Mortar
Knight Bats Archers Arrows Goblin Gang Fireball Hog Rider
Fireball
Arrows Hog Rider Knight Mortar
Hog Rider
Bats Arrows Knight Goblin Gang Fireball Archers Mortar

Defense Synergies 3 10

Bats
Knight Mortar
Archers
Knight Goblin Gang Mortar
Arrows
Knight Mortar Fireball
Knight
Bats Archers Goblin Gang Arrows Mortar Fireball
Goblin Gang
Knight Archers Mortar
Mortar
Bats Archers Arrows Knight Goblin Gang Fireball
Fireball
Arrows Knight Mortar
Hog Rider

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 Mortar Fireball
Bats Knight Goblin Gang Mortar
Goblin Gang Mortar Bats Archers Knight
Bats Knight Goblin Gang Mortar
Arrows Fireball
Arrows Goblin Gang Fireball Bats Archers
Bats Archers Arrows Goblin Gang Mortar Fireball
Arrows Fireball
Goblin Gang Mortar
Knight Goblin Gang Archers
Bats Archers Goblin Gang Arrows Knight Fireball
Arrows Bats Archers Goblin Gang Fireball
Mortar Bats Knight Goblin Gang Fireball
Fireball Bats Arrows Goblin Gang Mortar
Knight Goblin Gang Mortar
Goblin Gang Mortar Fireball
Bats Arrows Knight Goblin Gang Mortar Fireball
Arrows Mortar Fireball Bats Archers Knight Goblin Gang
Arrows Mortar Bats Archers Knight Fireball
Mortar
Goblin Gang Bats Archers Arrows Knight Fireball

Counters to secondary win conditions

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

Knight Goblin Gang Archers Fireball
Fireball Archers Arrows Knight Goblin Gang Mortar
Goblin Gang Bats Knight
Goblin Gang Bats Knight Fireball
Knight Goblin Gang
Arrows Fireball Bats Archers Goblin Gang
Goblin Gang Bats Archers Knight Fireball
Knight
Bats Knight Mortar Fireball
Goblin Gang
Bats Knight
Arrows Fireball
Knight Goblin Gang Fireball
Archers Fireball
Goblin Gang Bats Archers Knight Mortar Fireball
Bats Arrows Archers Fireball

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 Arrows Knight Mortar
Arrows Mortar Fireball
Arrows Fireball
Arrows Knight Fireball
Fireball Arrows Mortar
Arrows Fireball Bats
Archers Arrows Mortar
Arrows Fireball
Arrows Fireball Mortar
Bats Goblin Gang Fireball
Arrows Knight Mortar Fireball
Fireball Archers Arrows
Knight Mortar Fireball
Arrows Mortar Fireball
Arrows Mortar Fireball
Arrows Mortar Fireball
Arrows Mortar Fireball
Arrows Mortar Fireball
Bats
Archers Arrows Mortar Fireball
Arrows Mortar Fireball
Fireball
Arrows Fireball
Arrows Mortar Fireball
Arrows Mortar Fireball
Arrows Mortar Fireball
Fireball Arrows Mortar
Fireball Arrows Mortar
Bats Archers Arrows Fireball
Bats Fireball
Fireball
Arrows Mortar Fireball
Arrows Fireball
Arrows Fireball
Bats Archers Goblin Gang Fireball
Fireball Archers Arrows
Arrows Fireball
Fireball Knight Goblin Gang
Arrows Mortar Fireball
Arrows Fireball
Bats Goblin Gang Fireball
Bats Fireball
Mortar Fireball

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