My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Bats Goblin Gang Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

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.

Goblin Barrel

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 Goblin Barrel Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Goblin Gang 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.

Goblin Barrel 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 Goblin Barrel
Giant Snowball
Bats Goblin Gang Goblin Barrel
Zap
Bats Goblin Gang Inferno Tower Goblin Barrel
Barbarian Barrel
Knight Goblin Gang Inferno Tower Goblin Barrel Electro Wizard
The Log
Goblin Gang Goblin Barrel
Earthquake
Goblin Gang Inferno Tower Goblin Barrel
Arrows
Bats Goblin Gang Goblin Barrel
Royal Delivery
Bats Knight Goblin Gang Goblin Barrel Electro Wizard
Fireball
Goblin Gang Inferno Tower Goblin Barrel Electro Wizard
Poison
Bats Goblin Gang Inferno Tower Electro Wizard
Lightning
Knight Inferno Tower Electro Wizard
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Inferno Tower 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.

Goblin Barrel

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 Goblin Barrel 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.

Bats Arrows Knight Goblin Gang Goblin Barrel Electro Wizard Inferno Tower Mega Knight

Shortest cycle

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

11 Bats Arrows Knight Goblin Gang

Attack Synergies 5 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.

Bats
Knight Mega Knight Goblin Barrel
Arrows
Knight Goblin Barrel Mega Knight
Knight
Bats Goblin Gang Goblin Barrel Arrows Electro Wizard
Goblin Gang
Knight Goblin Barrel
Inferno Tower
Goblin Barrel
Knight Goblin Gang Bats Arrows Mega Knight
Electro Wizard
Knight Mega Knight
Mega Knight
Bats Arrows Goblin Barrel Electro Wizard

Defense Synergies 7 8

Bats
Knight Inferno Tower Electro Wizard Mega Knight
Arrows
Mega Knight Knight Inferno Tower
Knight
Bats Goblin Gang Inferno Tower Electro Wizard Arrows
Goblin Gang
Knight Inferno Tower Electro Wizard
Inferno Tower
Knight Goblin Gang Electro Wizard Bats Arrows Mega Knight
Goblin Barrel
Electro Wizard
Knight Inferno Tower Bats Goblin Gang Mega Knight
Mega Knight
Arrows Bats Inferno Tower 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 Inferno Tower Electro Wizard
Inferno Tower Bats Knight Goblin Gang Electro Wizard Mega Knight
Goblin Gang Inferno Tower Mega Knight Bats Knight Electro Wizard
Inferno Tower Bats Knight Goblin Gang Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Goblin Gang Bats Electro Wizard Mega Knight
Bats Inferno Tower Electro Wizard Arrows Goblin Gang
Arrows Inferno Tower Electro Wizard Mega Knight
Inferno Tower Goblin Gang
Knight Goblin Gang Inferno Tower Electro Wizard Mega Knight
Bats Goblin Gang Electro Wizard Arrows Knight Mega Knight
Arrows Inferno Tower Bats Goblin Gang Electro Wizard
Inferno Tower Mega Knight Bats Knight Goblin Gang Electro Wizard
Mega Knight Bats Arrows Goblin Gang Electro Wizard
Inferno Tower Knight Goblin Gang Electro Wizard Mega Knight
Inferno Tower Goblin Gang Electro Wizard Mega Knight
Mega Knight Bats Arrows Knight Goblin Gang Inferno Tower Electro Wizard
Arrows Mega Knight Bats Knight Goblin Gang Electro Wizard
Arrows Bats Knight Electro Wizard Mega Knight
Inferno Tower Electro Wizard
Goblin Gang Mega Knight 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 Inferno Tower Electro Wizard
Electro Wizard Arrows Knight Goblin Gang Mega Knight
Goblin Gang Mega Knight Bats Knight Inferno Tower Electro Wizard
Goblin Gang Mega Knight Bats Knight Inferno Tower Electro Wizard
Inferno Tower Knight Goblin Gang Mega Knight
Arrows Bats Goblin Gang Electro Wizard
Goblin Gang Bats Knight Inferno Tower Electro Wizard
Inferno Tower Mega Knight Knight
Electro Wizard Mega Knight Bats Knight Inferno Tower
Inferno Tower Goblin Gang
Mega Knight Bats Knight Inferno Tower
Mega Knight Arrows Electro Wizard
Mega Knight Knight Goblin Gang Inferno Tower
Mega Knight
Goblin Gang Inferno Tower Electro Wizard Bats Knight
Bats Arrows Mega Knight Inferno Tower Electro Wizard

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