My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Mega Knight Goblinstein

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 Fireball

Punishments

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

Hog Rider Mega Knight

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.

Heal Spirit 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

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 Hog Rider
Giant Snowball
Bats Cannon Hog Rider
Zap
Bats Cannon
Barbarian Barrel
Cannon Heal Spirit
The Log
Cannon Heal Spirit Hog Rider
Earthquake
Cannon Hog Rider
Arrows
Bats Heal Spirit
Royal Delivery
Bats Heal Spirit Hog Rider
Fireball
Cannon Hog Rider
Poison
Bats Cannon
Lightning
Cannon Goblinstein
Rocket
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 Fireball 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.

Bats Arrows Heal Spirit Mega 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.

Heal Spirit 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.

Heal Spirit Bats Arrows Cannon Fireball Hog Rider Goblinstein Mega Knight

Shortest cycle

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

9 Heal Spirit Bats Arrows Cannon

Attack Synergies 5 5

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
Hog Rider Mega Knight
Arrows
Fireball Hog Rider Mega Knight
Cannon
Heal Spirit
Hog Rider Mega Knight
Fireball
Arrows Hog Rider Mega Knight
Hog Rider
Bats Arrows Fireball Heal Spirit Mega Knight
Mega Knight
Bats Arrows Heal Spirit Fireball Hog Rider
Goblinstein

Defense Synergies 1 6

Bats
Cannon Mega Knight
Arrows
Mega Knight Cannon Fireball
Cannon
Bats Arrows Fireball
Heal Spirit
Fireball
Arrows Cannon Mega Knight
Hog Rider
Mega Knight
Arrows Bats Fireball
Goblinstein

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 Fireball
Bats Cannon Mega Knight
Cannon Mega Knight Bats
Cannon Bats Mega Knight
Arrows Fireball Mega Knight
Arrows Fireball Bats Cannon Mega Knight
Bats Arrows Cannon Fireball
Arrows Cannon Fireball Mega Knight
Cannon
Cannon Mega Knight
Bats Arrows Cannon Fireball Mega Knight
Arrows Bats Fireball
Cannon Mega Knight Bats Fireball
Fireball Mega Knight Bats Arrows Cannon
Cannon Mega Knight
Cannon Fireball Mega Knight
Mega Knight Bats Arrows Cannon Fireball
Arrows Cannon Fireball Mega Knight Bats
Arrows Bats Cannon Fireball Mega Knight
Cannon
Mega Knight Bats Arrows Cannon Fireball

Counters to secondary win conditions

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

Mega Knight Fireball
Fireball Arrows Mega Knight
Mega Knight Bats
Mega Knight Bats Fireball
Cannon Mega Knight
Arrows Fireball Bats
Bats Fireball
Mega Knight
Mega Knight Bats Fireball
Cannon
Mega Knight Bats
Mega Knight Arrows Fireball
Mega Knight Cannon Fireball
Cannon Fireball Mega Knight
Bats Fireball
Bats Arrows Mega Knight Cannon Fireball
Arrows Cannon 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
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Arrows Mega Knight
Arrows Fireball Bats
Arrows
Arrows Fireball
Arrows Fireball
Bats Fireball
Arrows Fireball
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Mega Knight
Arrows Fireball
Bats
Arrows Fireball Mega Knight
Arrows Fireball Mega Knight
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Arrows Fireball Mega Knight
Arrows Fireball
Fireball Arrows Mega Knight
Fireball Arrows
Bats Arrows Fireball
Bats Fireball
Fireball
Arrows Fireball Mega Knight
Arrows Fireball
Mega Knight
Arrows Fireball
Bats Fireball
Fireball Arrows
Arrows Fireball
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Mega Knight
Bats Fireball
Bats Fireball
Fireball Mega Knight
Fireball Mega Knight

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