My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Little Prince

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 Prince Mega Knight Little Prince

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.

Fireball

Punishments

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

Goblin Gang Hog Rider Prince 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.

Goblin Gang Hog Rider 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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

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 Skeleton Army Prince 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 Skeleton Army

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Goblin Gang Skeleton Army Little Prince Fireball Hog Rider Prince Mega Knight

Shortest cycle

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

11 Bats Goblin Gang Skeleton Army Little Prince

Attack Synergies 5 8

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 Prince
Goblin Gang
Hog Rider Prince
Fireball
Hog Rider Mega Knight Little Prince
Hog Rider
Bats Goblin Gang Fireball Prince Mega Knight Little Prince
Skeleton Army
Prince
Mega Knight Bats Goblin Gang Hog Rider Little Prince
Mega Knight
Bats Prince Fireball Hog Rider
Little Prince
Fireball Hog Rider Prince

Defense Synergies 0 7

Bats
Prince Mega Knight
Goblin Gang
Skeleton Army Prince
Fireball
Mega Knight Little Prince
Hog Rider
Skeleton Army
Goblin Gang Prince
Prince
Bats Goblin Gang Skeleton Army
Mega Knight
Bats Fireball
Little Prince
Fireball

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.

Fireball
Skeleton Army Bats Goblin Gang Prince Mega Knight
Goblin Gang Skeleton Army Prince Mega Knight Bats
Skeleton Army Prince Bats Goblin Gang Mega Knight
Fireball Skeleton Army Prince Mega Knight
Goblin Gang Fireball Skeleton Army Bats Mega Knight
Bats Goblin Gang Fireball Little Prince
Fireball Mega Knight
Goblin Gang Skeleton Army Prince
Goblin Gang Skeleton Army Prince Mega Knight Little Prince
Bats Goblin Gang Skeleton Army Fireball Mega Knight
Bats Goblin Gang Fireball
Skeleton Army Prince Mega Knight Bats Goblin Gang Fireball
Fireball Skeleton Army Mega Knight Bats Goblin Gang Prince
Skeleton Army Goblin Gang Prince Mega Knight
Skeleton Army Goblin Gang Fireball Prince Mega Knight
Mega Knight Bats Goblin Gang Fireball Skeleton Army Prince
Fireball Mega Knight Bats Goblin Gang Skeleton Army Prince Little Prince
Bats Fireball Mega Knight Little Prince
Prince
Goblin Gang Skeleton Army Mega Knight Bats Fireball Prince Little Prince

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Fireball Prince
Fireball Goblin Gang Prince Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Prince
Goblin Gang Skeleton Army Prince Mega Knight Bats Fireball
Goblin Gang Skeleton Army Prince Mega Knight
Fireball Bats Goblin Gang
Goblin Gang Skeleton Army Prince Bats Fireball
Mega Knight Skeleton Army Prince
Mega Knight Bats Fireball Skeleton Army Prince
Goblin Gang Skeleton Army
Mega Knight Bats Prince
Skeleton Army Mega Knight Fireball Prince
Skeleton Army Prince Mega Knight Goblin Gang Fireball
Fireball Skeleton Army Mega Knight
Goblin Gang Skeleton Army Bats Fireball Prince Little Prince
Bats Mega Knight Fireball
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
Fireball
Fireball
Fireball Prince
Fireball Mega Knight
Fireball Bats
Fireball
Fireball
Bats Goblin Gang Fireball Prince
Fireball Prince
Fireball
Fireball
Fireball
Fireball Prince
Fireball
Fireball Mega Knight
Fireball
Bats
Fireball Prince Mega Knight
Fireball Mega Knight Little Prince
Fireball Prince Mega Knight
Fireball
Prince
Fireball
Fireball Mega Knight Little Prince
Fireball
Fireball Prince Mega Knight
Fireball
Bats Fireball Little Prince
Bats Fireball
Fireball
Fireball Mega Knight
Fireball
Prince Mega Knight
Fireball
Bats Goblin Gang Fireball Skeleton Army Prince
Fireball
Fireball
Fireball Goblin Gang Prince Mega Knight
Fireball
Fireball
Prince Mega Knight
Bats Goblin Gang Fireball
Bats Fireball
Fireball Prince Mega Knight Little Prince
Prince
Fireball Mega Knight

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