My Best Clash Royale Deck

Deck Check Rating

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

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 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 Magic Archer

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 Knight Magic Archer 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.

Fireball 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 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.

Knight Goblin Gang Hog Rider Magic Archer 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 Magic Archer

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
Barbarian Barrel
Knight Goblin Gang Magic Archer
The Log
Goblin Gang Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Hog Rider Magic Archer
Fireball
Goblin Gang Hog Rider Magic Archer
Poison
Bats Goblin Gang Magic Archer
Lightning
Knight Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log Magic Archer 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 Knight 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

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.

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 Knight Goblin Gang Fireball Hog Rider Magic Archer Mega Knight

Shortest cycle

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

10 Bats The Log Knight Goblin Gang

Attack Synergies 8 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
Knight Hog Rider Mega Knight
Knight
Bats Goblin Gang Hog Rider Fireball The Log Magic Archer
Goblin Gang
Knight Hog Rider
Fireball
Hog Rider Knight The Log Magic Archer Mega Knight
Hog Rider
Bats Knight Goblin Gang Fireball The Log Magic Archer Mega Knight
The Log
Hog Rider Knight Fireball Magic Archer Mega Knight
Magic Archer
Knight Fireball Hog Rider The Log Mega Knight
Mega Knight
Bats Fireball Hog Rider The Log Magic Archer

Defense Synergies 4 10

Bats
Knight The Log Mega Knight
Knight
Bats Goblin Gang Magic Archer Fireball The Log
Goblin Gang
Knight The Log Magic Archer
Fireball
The Log Knight Mega Knight
Hog Rider
The Log
Fireball Bats Knight Goblin Gang Magic Archer Mega Knight
Magic Archer
Knight Goblin Gang The Log Mega Knight
Mega Knight
Bats Fireball The Log Magic Archer

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 Fireball The Log Magic Archer
Bats Knight Goblin Gang The Log Mega Knight
Goblin Gang Mega Knight Bats Knight
Bats Knight Goblin Gang Mega Knight
Fireball The Log Mega Knight
Goblin Gang Fireball The Log Bats Magic Archer Mega Knight
Bats Goblin Gang Fireball Magic Archer
Fireball The Log Magic Archer Mega Knight
Goblin Gang
Knight Goblin Gang Mega Knight
Bats Goblin Gang Knight Fireball The Log Magic Archer Mega Knight
Bats Goblin Gang Fireball Magic Archer
Mega Knight Bats Knight Goblin Gang Fireball The Log
Fireball Mega Knight Bats Goblin Gang The Log Magic Archer
Knight Goblin Gang Mega Knight
Goblin Gang Fireball The Log Mega Knight
Mega Knight Bats Knight Goblin Gang Fireball
Fireball Mega Knight Bats Knight Goblin Gang The Log Magic Archer
The Log Bats Knight Fireball Magic Archer Mega Knight
Goblin Gang Mega Knight Bats Knight Fireball The Log

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Fireball
Fireball Knight Goblin Gang The Log Magic Archer Mega Knight
Goblin Gang Mega Knight Bats Knight The Log
Goblin Gang Mega Knight Bats Knight Fireball The Log
Knight Goblin Gang Mega Knight
Fireball Bats Goblin Gang Magic Archer
Goblin Gang Bats Knight Fireball
Mega Knight Knight
Mega Knight Bats Knight Fireball The Log Magic Archer
Goblin Gang
Mega Knight Bats Knight
Mega Knight Fireball The Log
Mega Knight Knight Goblin Gang Fireball
Fireball Magic Archer Mega Knight
Goblin Gang Bats Knight Fireball The Log Magic Archer
Bats Mega Knight Fireball The Log Magic Archer
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 Magic Archer Knight The Log
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Knight Fireball The Log
Fireball The Log Magic Archer Mega Knight
Fireball Bats Magic Archer
The Log Magic Archer
Fireball The Log Magic Archer
Fireball The Log
Bats Goblin Gang Fireball
Knight Fireball The Log Magic Archer
Fireball Magic Archer
Knight Fireball The Log Magic Archer
Fireball Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Magic Archer Fireball The Log Mega Knight
Fireball
Bats
Fireball The Log Magic Archer Mega Knight
Fireball The Log Magic Archer Mega Knight
Fireball The Log Magic Archer Mega Knight
Fireball
The Log
Fireball The Log
The Log Fireball Magic Archer Mega Knight
Fireball The Log Magic Archer
Fireball The Log Magic Archer Mega Knight
Fireball The Log Magic Archer
Bats Fireball Magic Archer
Bats Fireball
Fireball
Fireball The Log Magic Archer Mega Knight
Fireball Magic Archer
Mega Knight
Fireball The Log Magic Archer
Bats Goblin Gang Fireball Magic Archer
Fireball Magic Archer
The Log Fireball
Fireball Knight Goblin Gang Magic Archer Mega Knight
The Log Fireball Magic Archer
Fireball
Mega Knight
Bats Goblin Gang Fireball The Log Magic Archer
Bats Fireball Magic Archer
Fireball The Log Magic Archer Mega Knight
Fireball Mega Knight

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