My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
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 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 Ice Golem Night Witch

Defensive buildings

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

X-Bow

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 Golem X-Bow Royal Ghost Night Witch

Offensive cards

Win conditions

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

Royal Hogs X-Bow

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 Royal Hogs X-Bow Royal Ghost

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.

Goblin Gang Ice Golem Royal Hogs X-Bow 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.

Royal Hogs 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 Goblin Gang Royal Hogs Night Witch
Giant Snowball
Bats Goblin Gang Royal Hogs Night Witch
Zap
Bats Goblin Gang Royal Hogs X-Bow Night Witch
Barbarian Barrel
Goblin Gang Royal Hogs X-Bow Royal Ghost Night Witch
The Log
Goblin Gang Royal Hogs X-Bow
Earthquake
Goblin Gang Royal Hogs X-Bow
Arrows
Bats Goblin Gang Royal Hogs Night Witch
Royal Delivery
Bats Goblin Gang Royal Hogs Royal Ghost Night Witch
Fireball
Goblin Gang Royal Hogs X-Bow Night Witch
Poison
Bats Goblin Gang Royal Hogs X-Bow Night Witch
Lightning
Ice Golem X-Bow Night Witch
Rocket
Royal Hogs X-Bow Night Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Fireball Royal Ghost

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 Ice Golem Royal Ghost Night Witch

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 Ice Golem 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Ice Golem Goblin Gang Royal Ghost Fireball Night Witch Royal Hogs X-Bow

Shortest cycle

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

10 Bats Ice Golem Goblin Gang Royal Ghost

Attack Synergies 4 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.

Bats
Ice Golem Royal Hogs X-Bow
Goblin Gang
Ice Golem Royal Hogs X-Bow Royal Ghost
Ice Golem
Bats Goblin Gang X-Bow Royal Hogs
Fireball
X-Bow Royal Hogs
Royal Hogs
Bats Goblin Gang Ice Golem Fireball
X-Bow
Ice Golem Fireball Bats Goblin Gang
Royal Ghost
Goblin Gang
Night Witch

Defense Synergies 3 6

Bats
Ice Golem X-Bow
Goblin Gang
Ice Golem X-Bow
Ice Golem
X-Bow Night Witch Bats Goblin Gang Fireball Royal Ghost
Fireball
X-Bow Ice Golem
Royal Hogs
X-Bow
Ice Golem Fireball Bats Goblin Gang
Royal Ghost
Ice Golem
Night Witch
Ice Golem

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.

Ice Golem Fireball X-Bow
Bats Goblin Gang X-Bow Night Witch
Goblin Gang Bats Night Witch
Night Witch Bats Goblin Gang
Fireball X-Bow
Goblin Gang Fireball Bats X-Bow Royal Ghost Night Witch
Bats Goblin Gang Fireball X-Bow Night Witch
Ice Golem Fireball X-Bow
Goblin Gang X-Bow Night Witch
Goblin Gang Ice Golem Royal Ghost Night Witch
Bats Goblin Gang Ice Golem Fireball X-Bow Royal Ghost Night Witch
Bats Goblin Gang Fireball Night Witch
Night Witch Bats Goblin Gang Fireball X-Bow
Fireball Bats Goblin Gang X-Bow Royal Ghost Night Witch
Goblin Gang X-Bow
Goblin Gang Fireball X-Bow
Bats Goblin Gang Fireball X-Bow Night Witch
Fireball Bats Goblin Gang X-Bow Royal Ghost Night Witch
Bats Ice Golem Fireball Royal Ghost
Goblin Gang Royal Ghost Bats Fireball Night Witch

Counters to secondary win conditions

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

Goblin Gang Ice Golem Fireball X-Bow Royal Ghost
Fireball Goblin Gang Ice Golem X-Bow Royal Ghost
Goblin Gang Bats Ice Golem
Goblin Gang Bats Ice Golem Fireball X-Bow Night Witch
Goblin Gang Night Witch
Fireball Bats Goblin Gang Ice Golem
Goblin Gang Bats Ice Golem Fireball Night Witch
Bats Ice Golem Fireball X-Bow
Goblin Gang
Bats
Fireball
Goblin Gang Ice Golem Fireball Night Witch
Fireball
Goblin Gang Bats Ice Golem Fireball X-Bow Night Witch
Bats Ice Golem Fireball Royal Ghost
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 Ice Golem X-Bow Royal Ghost
Fireball X-Bow Royal Ghost
Fireball X-Bow
Ice Golem Fireball
Fireball
Fireball Bats Ice Golem
Fireball X-Bow Ice Golem
Fireball X-Bow
Bats Goblin Gang Fireball X-Bow Night Witch
Fireball X-Bow
Fireball
Ice Golem Fireball
Fireball X-Bow
Ice Golem Fireball X-Bow
X-Bow Fireball
Fireball X-Bow
Fireball
Bats Night Witch
Fireball X-Bow
Fireball X-Bow
Fireball X-Bow Night Witch
Fireball
X-Bow
Fireball X-Bow
Ice Golem Fireball
Fireball X-Bow Royal Ghost
Fireball X-Bow
Fireball X-Bow
Bats Ice Golem Fireball X-Bow Night Witch
Bats Fireball
Fireball Night Witch
Fireball X-Bow Night Witch
Fireball
Fireball
Bats Goblin Gang Fireball X-Bow Night Witch
Fireball
Fireball
Fireball Goblin Gang
Ice Golem Fireball
Fireball
Bats Goblin Gang Fireball
Bats Fireball
Fireball X-Bow Royal Ghost
Fireball

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