My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Goblin Gang Ice Wizard

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 Knight Cannon Cart Ice Wizard

Offensive cards

Win conditions

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

Mortar Miner

Damage spells

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

Arrows

Punishments

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

Goblin Gang Mortar Cannon Cart Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

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 Cannon Cart

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.

Miner

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 Cannon Cart Miner
Giant Snowball
Bats Goblin Gang Miner
Zap
Bats Goblin Gang Mortar Cannon Cart
Barbarian Barrel
Knight Goblin Gang Mortar Cannon Cart Ice Wizard
The Log
Goblin Gang Cannon Cart
Earthquake
Goblin Gang Mortar
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Cannon Cart Miner Ice Wizard
Fireball
Goblin Gang Mortar Cannon Cart Ice Wizard
Poison
Bats Goblin Gang Mortar Ice Wizard
Lightning
Knight Mortar Cannon Cart Ice Wizard
Rocket
Mortar Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Ice Wizard

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.

Bats Arrows Knight Miner Ice Wizard

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 Ice 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 Arrows Knight Goblin Gang Miner Ice Wizard Mortar Cannon Cart

Shortest cycle

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

11 Bats Arrows Knight Goblin Gang

Attack Synergies 6 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
Knight Miner Mortar Cannon Cart
Arrows
Knight Mortar Cannon Cart Miner
Knight
Bats Goblin Gang Mortar Arrows Cannon Cart Miner Ice Wizard
Goblin Gang
Knight Miner Mortar Cannon Cart
Mortar
Knight Miner Bats Arrows Goblin Gang
Cannon Cart
Bats Arrows Knight Goblin Gang Miner
Miner
Bats Goblin Gang Mortar Arrows Knight Cannon Cart
Ice Wizard
Knight

Defense Synergies 3 15

Bats
Knight Mortar Cannon Cart Ice Wizard
Arrows
Knight Mortar Cannon Cart Ice Wizard
Knight
Bats Goblin Gang Ice Wizard Arrows Mortar Cannon Cart
Goblin Gang
Knight Mortar Cannon Cart Miner Ice Wizard
Mortar
Bats Arrows Knight Goblin Gang Ice Wizard
Cannon Cart
Bats Arrows Knight Goblin Gang Ice Wizard
Miner
Goblin Gang
Ice Wizard
Knight Bats Arrows Goblin Gang Mortar Cannon Cart

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.

Cannon Cart Knight Mortar
Bats Knight Goblin Gang Mortar Cannon Cart Ice Wizard
Goblin Gang Mortar Bats Knight Cannon Cart Ice Wizard
Bats Knight Goblin Gang Mortar Cannon Cart Ice Wizard
Arrows
Arrows Goblin Gang Bats Cannon Cart Ice Wizard
Bats Arrows Goblin Gang Mortar Ice Wizard
Arrows Cannon Cart
Goblin Gang Mortar Ice Wizard
Knight Goblin Gang Cannon Cart Miner Ice Wizard
Bats Goblin Gang Ice Wizard Arrows Knight Cannon Cart
Arrows Bats Goblin Gang Ice Wizard
Mortar Bats Knight Goblin Gang Cannon Cart Ice Wizard
Bats Arrows Goblin Gang Mortar Cannon Cart
Knight Goblin Gang Mortar Cannon Cart
Goblin Gang Mortar
Bats Arrows Knight Goblin Gang Mortar Cannon Cart
Arrows Mortar Bats Knight Goblin Gang Cannon Cart Ice Wizard
Arrows Mortar Bats Knight Cannon Cart Ice Wizard
Mortar Cannon Cart
Goblin Gang Bats Arrows Knight Cannon Cart

Counters to secondary win conditions

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

Knight Goblin Gang Cannon Cart
Arrows Knight Goblin Gang Mortar Cannon Cart Miner
Goblin Gang Bats Knight Cannon Cart
Goblin Gang Bats Knight Cannon Cart
Knight Goblin Gang Cannon Cart
Arrows Bats Goblin Gang Ice Wizard
Goblin Gang Bats Knight Cannon Cart Ice Wizard
Knight Cannon Cart
Bats Knight Mortar Cannon Cart
Goblin Gang
Bats Knight Cannon Cart
Arrows
Cannon Cart Knight Goblin Gang
Cannon Cart
Goblin Gang Bats Knight Mortar Cannon Cart
Bats Arrows Cannon Cart Ice Wizard
Arrows Mortar Ice 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.)

Arrows Knight Mortar
Arrows Mortar Miner Ice Wizard
Arrows Cannon Cart Miner
Cannon Cart Arrows Knight
Arrows Mortar
Arrows Bats Ice Wizard
Arrows Mortar
Arrows Ice Wizard
Arrows Miner Mortar
Bats Goblin Gang
Miner Arrows Knight Mortar Cannon Cart
Arrows
Knight Mortar Cannon Cart Miner
Arrows Mortar Cannon Cart
Arrows Mortar Cannon Cart
Arrows Mortar Cannon Cart
Arrows Mortar Cannon Cart
Arrows Mortar
Bats
Arrows Mortar
Arrows Mortar Miner
Arrows
Arrows Mortar Cannon Cart
Arrows Mortar Ice Wizard
Arrows Mortar Miner Ice Wizard
Arrows Mortar Miner
Miner Arrows Mortar
Bats Arrows Ice Wizard
Bats
Arrows Mortar Miner
Arrows
Arrows
Bats Goblin Gang Cannon Cart
Arrows Ice Wizard
Arrows
Miner Knight Goblin Gang Cannon Cart
Arrows Mortar
Arrows
Cannon Cart
Bats Goblin Gang
Bats
Mortar Cannon Cart Miner
Cannon Cart
Mortar

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