My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Wizard

Defensive buildings

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

Goblin Cage

Investments

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

Bats Firecracker Goblin Cage 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.

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.

Firecracker 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 Goblin Gang Hog Rider
Giant Snowball
Bats Goblin Gang Hog Rider
Zap
Bats Goblin Gang Firecracker
Barbarian Barrel
Goblin Gang Firecracker Goblin Cage Wizard
The Log
Goblin Gang Firecracker Goblin Cage Hog Rider
Earthquake
Goblin Gang Firecracker Goblin Cage Hog Rider
Arrows
Bats Goblin Gang Firecracker
Royal Delivery
Bats Goblin Gang Firecracker Goblin Cage Hog Rider Wizard
Fireball
Goblin Gang Firecracker Goblin Cage Hog Rider Wizard
Poison
Bats Goblin Gang Firecracker Goblin Cage Wizard
Lightning
Goblin Cage Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard Mega Knight

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 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Gang Firecracker Goblin Cage Hog Rider Wizard Mega Knight

Shortest cycle

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

11 Bats Arrows Goblin Gang Firecracker

Attack Synergies 5 11

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 Firecracker Goblin Cage
Arrows
Hog Rider Mega Knight
Goblin Gang
Hog Rider Firecracker Goblin Cage
Firecracker
Hog Rider Bats Goblin Gang Goblin Cage Mega Knight
Goblin Cage
Bats Goblin Gang Firecracker Hog Rider
Hog Rider
Bats Arrows Goblin Gang Firecracker Goblin Cage Wizard Mega Knight
Wizard
Hog Rider Mega Knight
Mega Knight
Bats Arrows Firecracker Hog Rider Wizard

Defense Synergies 1 9

Bats
Firecracker Goblin Cage Mega Knight
Arrows
Mega Knight
Goblin Gang
Firecracker Goblin Cage
Firecracker
Bats Goblin Gang Goblin Cage Mega Knight
Goblin Cage
Bats Goblin Gang Firecracker Wizard
Hog Rider
Wizard
Goblin Cage Mega Knight
Mega Knight
Arrows Bats Firecracker 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.

Firecracker Goblin Cage Wizard
Bats Goblin Gang Firecracker Goblin Cage Mega Knight
Goblin Gang Goblin Cage Mega Knight Bats
Goblin Cage Bats Goblin Gang Firecracker Mega Knight
Arrows Firecracker Goblin Cage Mega Knight
Arrows Goblin Gang Bats Firecracker Mega Knight
Bats Arrows Goblin Gang Firecracker Goblin Cage Wizard
Arrows Goblin Cage Mega Knight
Goblin Gang Goblin Cage
Goblin Gang Firecracker Mega Knight
Bats Goblin Gang Arrows Firecracker Wizard Mega Knight
Arrows Bats Goblin Gang Firecracker Wizard
Goblin Cage Mega Knight Bats Goblin Gang Wizard
Wizard Mega Knight Bats Arrows Goblin Gang Firecracker Goblin Cage
Goblin Gang Goblin Cage Mega Knight
Goblin Gang Goblin Cage Mega Knight
Wizard Mega Knight Bats Arrows Goblin Gang Firecracker Goblin Cage
Arrows Goblin Cage Mega Knight Bats Goblin Gang Firecracker Wizard
Arrows Goblin Cage Wizard Bats Firecracker Mega Knight
Goblin Cage
Goblin Gang Wizard Mega Knight Bats Arrows Firecracker

Counters to secondary win conditions

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

Goblin Gang Mega Knight Goblin Cage
Arrows Goblin Gang Firecracker Wizard Mega Knight
Goblin Gang Mega Knight Bats Goblin Cage
Goblin Gang Mega Knight Bats Goblin Cage
Goblin Gang Goblin Cage Mega Knight
Arrows Firecracker Wizard Bats Goblin Gang
Goblin Gang Bats Goblin Cage
Mega Knight Goblin Cage
Goblin Cage Mega Knight Bats Firecracker
Goblin Gang Goblin Cage
Mega Knight Bats Goblin Cage
Mega Knight Arrows Goblin Cage
Mega Knight Goblin Gang Goblin Cage Wizard
Wizard Firecracker Goblin Cage Mega Knight
Goblin Gang Bats Firecracker Goblin Cage
Bats Arrows Mega Knight Firecracker Goblin Cage Wizard
Arrows Goblin Cage

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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Wizard Arrows Firecracker Mega Knight
Arrows Firecracker Wizard Bats
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Bats Goblin Gang
Firecracker Arrows Wizard
Arrows Firecracker Wizard
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard Mega Knight
Arrows
Bats
Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
Arrows Wizard Mega Knight
Arrows Firecracker
Bats Arrows Firecracker Wizard
Bats Firecracker Wizard
Arrows Wizard Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker Wizard
Bats Goblin Gang
Arrows Firecracker Wizard
Arrows
Goblin Gang Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
Arrows
Firecracker Mega Knight
Bats Goblin Gang Firecracker
Firecracker Bats
Firecracker Mega Knight
Firecracker Wizard Mega Knight

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