My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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!
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 Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

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 Wizard Dark Prince

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.

Arrows

Punishments

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

Goblin Gang Hog Rider Dark Prince

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.

Knight Goblin Gang Hog Rider Dark Prince

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 Dark Prince

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Dark Prince

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 Inferno Tower Dark Prince

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 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.

Godly!

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 Hog Rider Dark Prince Inferno Tower Wizard

Shortest cycle

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

11 Bats Arrows Knight Goblin Gang

Attack Synergies 6 8

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 Dark Prince
Arrows
Hog Rider Knight Dark Prince
Knight
Bats Goblin Gang Hog Rider Arrows Wizard
Goblin Gang
Knight Hog Rider Dark Prince
Hog Rider
Bats Arrows Knight Goblin Gang Wizard Dark Prince
Inferno Tower
Wizard
Knight Hog Rider Dark Prince
Dark Prince
Bats Arrows Goblin Gang Hog Rider Wizard

Defense Synergies 4 9

Bats
Knight Inferno Tower Dark Prince
Arrows
Knight Inferno Tower Dark Prince
Knight
Bats Goblin Gang Inferno Tower Arrows Wizard
Goblin Gang
Knight Inferno Tower Dark Prince
Hog Rider
Inferno Tower
Knight Goblin Gang Bats Arrows Dark Prince
Wizard
Knight Dark Prince
Dark Prince
Bats Arrows Goblin Gang Inferno Tower 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 Inferno Tower Wizard
Inferno Tower Bats Knight Goblin Gang Dark Prince
Goblin Gang Inferno Tower Bats Knight Dark Prince
Inferno Tower Bats Knight Goblin Gang Dark Prince
Arrows Dark Prince
Arrows Goblin Gang Bats Dark Prince
Bats Inferno Tower Arrows Goblin Gang Wizard
Arrows Inferno Tower
Inferno Tower Goblin Gang
Knight Goblin Gang Inferno Tower Dark Prince
Bats Goblin Gang Arrows Knight Wizard Dark Prince
Arrows Inferno Tower Bats Goblin Gang Wizard
Inferno Tower Bats Knight Goblin Gang Wizard Dark Prince
Wizard Bats Arrows Goblin Gang Dark Prince
Inferno Tower Knight Goblin Gang
Inferno Tower Goblin Gang
Wizard Bats Arrows Knight Goblin Gang Inferno Tower Dark Prince
Arrows Bats Knight Goblin Gang Wizard Dark Prince
Arrows Wizard Bats Knight Dark Prince
Inferno Tower
Goblin Gang Wizard Dark Prince Bats Arrows Knight

Counters to secondary win conditions

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

Knight Goblin Gang Inferno Tower Dark Prince
Arrows Knight Goblin Gang Wizard
Goblin Gang Bats Knight Inferno Tower Dark Prince
Goblin Gang Dark Prince Bats Knight Inferno Tower
Inferno Tower Knight Goblin Gang Dark Prince
Arrows Wizard Bats Goblin Gang
Goblin Gang Dark Prince Bats Knight Inferno Tower
Inferno Tower Knight Dark Prince
Bats Knight Inferno Tower Dark Prince
Inferno Tower Goblin Gang
Bats Knight Inferno Tower Dark Prince
Arrows Dark Prince
Dark Prince Knight Goblin Gang Inferno Tower Wizard
Wizard
Goblin Gang Inferno Tower Bats Knight Dark Prince
Bats Arrows Inferno Tower Wizard Dark Prince
Arrows Inferno Tower

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
Arrows
Arrows
Arrows Knight Dark Prince
Wizard Arrows Dark Prince
Arrows Wizard Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard
Bats Goblin Gang
Arrows Knight Wizard Dark Prince
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Bats
Arrows Wizard Dark Prince
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Dark Prince
Arrows Wizard
Arrows Wizard
Arrows
Bats Arrows Wizard
Bats Wizard
Arrows Wizard
Arrows
Arrows Wizard
Bats Goblin Gang Dark Prince
Arrows Wizard
Arrows
Knight Goblin Gang Wizard Dark Prince
Arrows Wizard
Arrows
Dark Prince
Bats Goblin Gang
Bats
Dark Prince
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: