My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
Versatility
Godly!
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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Bats Goblin Gang Electro Wizard

Defensive buildings

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

Missing

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 Electro 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.

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 Mega Knight

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.

Fire Spirit 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 Electro Wizard

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
Fire Spirit Bats Goblin Gang Hog Rider
Zap
Fire Spirit Bats Goblin Gang
Barbarian Barrel
Fire Spirit Knight Goblin Gang Electro Wizard
The Log
Fire Spirit Goblin Gang Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Fire Spirit Bats Goblin Gang
Royal Delivery
Fire Spirit Bats Knight Goblin Gang Hog Rider Electro Wizard
Fireball
Goblin Gang Hog Rider Electro Wizard
Poison
Bats Goblin Gang Electro Wizard
Lightning
Knight Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Mega Knight

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.

Fire Spirit Bats Arrows Knight Mega Knight

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.

Fire Spirit Goblin Gang Electro 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.

Fire Spirit Bats Arrows Knight Goblin Gang Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

9 Fire Spirit Bats Arrows Knight

Attack Synergies 8 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.

Fire Spirit
Hog Rider Knight
Bats
Knight Hog Rider Mega Knight
Arrows
Hog Rider Knight Mega Knight
Knight
Bats Goblin Gang Hog Rider Fire Spirit Arrows Electro Wizard
Goblin Gang
Knight Hog Rider
Hog Rider
Fire Spirit Bats Arrows Knight Goblin Gang Electro Wizard Mega Knight
Electro Wizard
Knight Hog Rider Mega Knight
Mega Knight
Bats Arrows Hog Rider Electro Wizard

Defense Synergies 5 6

Fire Spirit
Knight Electro Wizard
Bats
Knight Electro Wizard Mega Knight
Arrows
Mega Knight Knight
Knight
Fire Spirit Bats Goblin Gang Electro Wizard Arrows
Goblin Gang
Knight Electro Wizard
Hog Rider
Electro Wizard
Knight Fire Spirit Bats Goblin Gang Mega Knight
Mega Knight
Arrows Bats Electro 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 Electro Wizard
Bats Knight Goblin Gang Electro Wizard Mega Knight
Goblin Gang Mega Knight Fire Spirit Bats Knight Electro Wizard
Bats Knight Goblin Gang Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Goblin Gang Fire Spirit Bats Electro Wizard Mega Knight
Bats Electro Wizard Fire Spirit Arrows Goblin Gang
Arrows Electro Wizard Mega Knight
Goblin Gang
Knight Goblin Gang Fire Spirit Electro Wizard Mega Knight
Bats Goblin Gang Electro Wizard Arrows Knight Mega Knight
Arrows Bats Goblin Gang Electro Wizard
Mega Knight Fire Spirit Bats Knight Goblin Gang Electro Wizard
Fire Spirit Mega Knight Bats Arrows Goblin Gang Electro Wizard
Knight Goblin Gang Electro Wizard Mega Knight
Goblin Gang Electro Wizard Mega Knight
Mega Knight Bats Arrows Knight Goblin Gang Electro Wizard
Fire Spirit Arrows Mega Knight Bats Knight Goblin Gang Electro Wizard
Arrows Fire Spirit Bats Knight Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Mega Knight Fire Spirit Bats Arrows Knight Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Electro Wizard
Electro Wizard Arrows Knight Goblin Gang Mega Knight
Goblin Gang Mega Knight Bats Knight Electro Wizard
Goblin Gang Mega Knight Bats Knight Electro Wizard
Knight Goblin Gang Mega Knight
Fire Spirit Arrows Bats Goblin Gang Electro Wizard
Goblin Gang Bats Knight Electro Wizard
Mega Knight Knight
Electro Wizard Mega Knight Bats Knight
Goblin Gang
Mega Knight Bats Knight
Mega Knight Arrows Electro Wizard
Mega Knight Knight Goblin Gang
Mega Knight
Goblin Gang Electro Wizard Bats Knight
Bats Arrows Mega Knight Electro Wizard
Arrows

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 Electro Wizard
Arrows
Arrows Knight
Fire Spirit Arrows Mega Knight
Arrows Fire Spirit Bats
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Bats Goblin Gang Electro Wizard
Arrows Knight Electro Wizard
Fire Spirit Arrows
Fire Spirit Knight
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Bats
Fire Spirit Arrows Electro Wizard Mega Knight
Fire Spirit Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Fire Spirit Mega Knight
Arrows Electro Wizard
Arrows Mega Knight
Arrows
Fire Spirit Bats Arrows Electro Wizard
Electro Wizard Bats
Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Fire Spirit Bats Goblin Gang
Fire Spirit Arrows Electro Wizard
Arrows
Knight Goblin Gang Electro Wizard Mega Knight
Arrows
Arrows
Mega Knight
Bats Goblin Gang Electro Wizard
Bats Electro Wizard
Electro Wizard Mega Knight

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