My Best Clash Royale Deck

Deck Check Rating

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

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

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 Dark Prince Prince 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 The Log

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince The Log 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 Dark Prince Prince 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

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 The Log Arrows Goblin Gang Hog Rider Dark Prince Prince Mega Knight

Shortest cycle

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

10 Bats The Log Arrows Goblin Gang

Attack Synergies 7 12

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 Dark Prince Prince
Arrows
Hog Rider Dark Prince Prince Mega Knight
Goblin Gang
Hog Rider Dark Prince Prince
Hog Rider
Bats Arrows Goblin Gang The Log Dark Prince Prince Mega Knight
Dark Prince
Prince Bats Arrows Goblin Gang Hog Rider
Prince
Dark Prince Mega Knight Bats Arrows Goblin Gang Hog Rider The Log
The Log
Hog Rider Prince Mega Knight
Mega Knight
Bats Prince Arrows Hog Rider The Log

Defense Synergies 2 12

Bats
Dark Prince Prince The Log Mega Knight
Arrows
Mega Knight Dark Prince Prince
Goblin Gang
Dark Prince Prince The Log
Hog Rider
Dark Prince
Bats Arrows Goblin Gang Prince The Log
Prince
The Log Bats Arrows Goblin Gang Dark Prince
The Log
Prince Bats Goblin Gang Dark Prince Mega Knight
Mega Knight
Arrows Bats The Log

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.

The Log
Bats Goblin Gang Dark Prince Prince The Log Mega Knight
Goblin Gang Prince Mega Knight Bats Dark Prince
Prince Bats Goblin Gang Dark Prince Mega Knight
Arrows Dark Prince Prince The Log Mega Knight
Arrows Goblin Gang The Log Bats Dark Prince Mega Knight
Bats Arrows Goblin Gang
Arrows The Log Mega Knight
Goblin Gang Prince
Goblin Gang Dark Prince Prince Mega Knight
Bats Goblin Gang Arrows Dark Prince The Log Mega Knight
Arrows Bats Goblin Gang
Prince Mega Knight Bats Goblin Gang Dark Prince The Log
Mega Knight Bats Arrows Goblin Gang Dark Prince Prince The Log
Goblin Gang Prince Mega Knight
Goblin Gang Prince The Log Mega Knight
Mega Knight Bats Arrows Goblin Gang Dark Prince Prince
Arrows Mega Knight Bats Goblin Gang Dark Prince Prince The Log
Arrows The Log Bats Dark Prince Mega Knight
Prince
Goblin Gang Dark Prince Mega Knight Bats Arrows Prince The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Dark Prince Prince
Arrows Goblin Gang Prince The Log Mega Knight
Goblin Gang Mega Knight Bats Dark Prince Prince The Log
Goblin Gang Dark Prince Prince Mega Knight Bats The Log
Goblin Gang Dark Prince Prince Mega Knight
Arrows Bats Goblin Gang
Goblin Gang Dark Prince Prince Bats
Mega Knight Dark Prince Prince
Mega Knight Bats Dark Prince Prince The Log
Goblin Gang
Mega Knight Bats Dark Prince Prince
Mega Knight Arrows Dark Prince Prince The Log
Dark Prince Prince Mega Knight Goblin Gang
Mega Knight
Goblin Gang Bats Dark Prince Prince The Log
Bats Arrows Mega Knight Dark Prince The Log
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 The Log
Arrows The Log
Arrows The Log
Arrows Dark Prince Prince The Log
Arrows Dark Prince The Log Mega Knight
Arrows Bats
Arrows The Log
Arrows The Log
Arrows The Log
Bats Goblin Gang Prince
Arrows Dark Prince Prince The Log
Arrows
The Log
Arrows
Arrows Prince The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows
Bats
Arrows Dark Prince Prince The Log Mega Knight
Arrows The Log Mega Knight
Prince The Log Mega Knight
Arrows
Prince The Log
Arrows The Log
Arrows The Log Dark Prince Mega Knight
Arrows The Log
Arrows Prince The Log Mega Knight
Arrows The Log
Bats Arrows
Bats
Arrows The Log Mega Knight
Arrows
Prince Mega Knight
Arrows The Log
Bats Goblin Gang Dark Prince Prince
Arrows
Arrows The Log
Goblin Gang Dark Prince Prince Mega Knight
Arrows The Log
Arrows
Dark Prince Prince Mega Knight
Bats Goblin Gang The Log
Bats
Dark Prince Prince The Log Mega Knight

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