My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Goblin Hut Witch

Defensive buildings

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

Goblin Hut

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 Firecracker Goblin Hut Witch Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Hogs

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.

Royal Hogs 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.

Knight Royal Hogs 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 Royal Hogs

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 Royal Hogs
Giant Snowball
Bats Goblin Hut Royal Hogs Witch
Zap
Bats Firecracker Goblin Hut Royal Hogs Witch
Barbarian Barrel
Knight Firecracker Goblin Hut Royal Hogs Witch
The Log
Firecracker Goblin Hut Royal Hogs Witch
Earthquake
Firecracker Goblin Hut Royal Hogs Witch
Arrows
Bats Firecracker Goblin Hut Royal Hogs Witch
Royal Delivery
Bats Knight Firecracker Goblin Hut Royal Hogs Witch
Fireball
Firecracker Goblin Hut Royal Hogs Witch
Poison
Bats Firecracker Goblin Hut Royal Hogs Witch
Lightning
Knight Goblin Hut Witch
Rocket
Goblin Hut Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 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.

Witch

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Firecracker Goblin Hut Royal Hogs Witch Mega Knight

Shortest cycle

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

11 Bats Arrows Knight Firecracker

Attack Synergies 4 14

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 Mega Knight Firecracker Royal Hogs
Arrows
Royal Hogs Knight Mega Knight
Knight
Bats Firecracker Arrows Goblin Hut Royal Hogs Witch
Firecracker
Knight Bats Goblin Hut Royal Hogs Mega Knight
Goblin Hut
Knight Firecracker Royal Hogs Mega Knight
Royal Hogs
Arrows Bats Knight Firecracker Goblin Hut Mega Knight
Witch
Knight Mega Knight
Mega Knight
Bats Arrows Firecracker Goblin Hut Royal Hogs Witch

Defense Synergies 3 9

Bats
Knight Firecracker Mega Knight
Arrows
Mega Knight Knight Goblin Hut
Knight
Bats Firecracker Arrows Goblin Hut Witch
Firecracker
Knight Bats Goblin Hut Mega Knight
Goblin Hut
Arrows Knight Firecracker
Royal Hogs
Witch
Knight Mega Knight
Mega Knight
Arrows Bats Firecracker Witch

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 Firecracker Goblin Hut
Bats Knight Firecracker Goblin Hut Witch Mega Knight
Goblin Hut Witch Mega Knight Bats Knight
Goblin Hut Witch Bats Knight Firecracker Mega Knight
Arrows Firecracker Mega Knight
Arrows Bats Firecracker Mega Knight
Bats Arrows Firecracker Goblin Hut Witch
Arrows Mega Knight
Witch Goblin Hut
Knight Firecracker Mega Knight
Bats Witch Arrows Knight Firecracker Goblin Hut Mega Knight
Arrows Bats Firecracker Goblin Hut Witch
Goblin Hut Mega Knight Bats Knight Witch
Mega Knight Bats Arrows Firecracker Goblin Hut Witch
Knight Goblin Hut Mega Knight
Goblin Hut Mega Knight
Mega Knight Bats Arrows Knight Firecracker Goblin Hut Witch
Arrows Mega Knight Bats Knight Firecracker Goblin Hut Witch
Arrows Witch Bats Knight Firecracker Goblin Hut Mega Knight
Goblin Hut
Mega Knight Bats Arrows Knight Firecracker Witch

Counters to secondary win conditions

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

Knight Mega Knight Goblin Hut Witch
Arrows Knight Firecracker Mega Knight
Mega Knight Bats Knight Goblin Hut Witch
Mega Knight Bats Knight
Knight Goblin Hut Witch Mega Knight
Arrows Firecracker Bats Goblin Hut Witch
Bats Knight Goblin Hut Witch
Mega Knight Knight
Mega Knight Bats Knight Firecracker Goblin Hut Witch
Witch Goblin Hut
Mega Knight Bats Knight Goblin Hut Witch
Mega Knight Arrows
Mega Knight Knight Witch
Firecracker Witch Mega Knight
Goblin Hut Witch Bats Knight Firecracker
Bats Arrows Mega Knight Firecracker Goblin Hut Witch
Arrows Goblin Hut

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 Firecracker
Arrows Firecracker
Arrows Goblin Hut
Arrows Knight Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Bats Witch
Arrows Firecracker Witch
Arrows Firecracker
Arrows Firecracker
Bats
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker Goblin Hut
Arrows Firecracker
Arrows Firecracker Goblin Hut
Arrows Firecracker Goblin Hut Witch
Arrows Firecracker Goblin Hut Mega Knight
Arrows
Bats
Arrows Firecracker Mega Knight
Arrows Firecracker Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Firecracker Witch Mega Knight
Witch
Arrows Firecracker Witch
Arrows Witch Mega Knight
Arrows Firecracker
Bats Arrows Firecracker Witch
Bats Firecracker Goblin Hut Witch
Arrows Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Bats Goblin Hut Witch
Arrows Firecracker Witch
Arrows
Knight Firecracker Mega Knight
Arrows Firecracker
Arrows
Firecracker Mega Knight
Bats Firecracker Witch
Firecracker Bats Witch
Firecracker Witch Mega Knight
Firecracker Mega Knight

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