My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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 Firecracker Inferno Dragon

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 Firecracker Dark Prince Inferno Dragon 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.

Zap

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Dark Prince 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 Dark Prince Inferno Dragon 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Goblin Gang Firecracker Hog Rider Dark Prince Inferno Dragon Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Gang Firecracker

Attack Synergies 7 13

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 Zap Firecracker Dark Prince Inferno Dragon
Zap
Firecracker Hog Rider Bats Dark Prince Mega Knight
Goblin Gang
Hog Rider Firecracker Dark Prince
Firecracker
Zap Hog Rider Bats Goblin Gang Dark Prince Inferno Dragon Mega Knight
Hog Rider
Bats Zap Goblin Gang Firecracker Dark Prince Mega Knight
Dark Prince
Bats Zap Goblin Gang Firecracker Hog Rider
Inferno Dragon
Mega Knight Bats Firecracker
Mega Knight
Bats Inferno Dragon Zap Firecracker Hog Rider

Defense Synergies 1 15

Bats
Zap Firecracker Dark Prince Inferno Dragon Mega Knight
Zap
Mega Knight Bats Goblin Gang Firecracker Dark Prince Inferno Dragon
Goblin Gang
Zap Firecracker Dark Prince Inferno Dragon
Firecracker
Bats Zap Goblin Gang Dark Prince Mega Knight
Hog Rider
Dark Prince
Bats Zap Goblin Gang Firecracker
Inferno Dragon
Bats Zap Goblin Gang Mega Knight
Mega Knight
Zap Bats Firecracker Inferno Dragon

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.

Zap Firecracker
Inferno Dragon Bats Zap Goblin Gang Firecracker Dark Prince Mega Knight
Goblin Gang Mega Knight Bats Dark Prince Inferno Dragon
Inferno Dragon Bats Goblin Gang Firecracker Dark Prince Mega Knight
Firecracker Dark Prince Mega Knight
Goblin Gang Bats Zap Firecracker Dark Prince Mega Knight
Bats Inferno Dragon Zap Goblin Gang Firecracker
Zap Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Firecracker Dark Prince Mega Knight
Bats Goblin Gang Zap Firecracker Dark Prince Mega Knight
Inferno Dragon Bats Zap Goblin Gang Firecracker
Mega Knight Bats Zap Goblin Gang Dark Prince
Mega Knight Bats Zap Goblin Gang Firecracker Dark Prince
Inferno Dragon Goblin Gang Mega Knight
Zap Goblin Gang Inferno Dragon Mega Knight
Mega Knight Bats Goblin Gang Firecracker Dark Prince
Mega Knight Bats Zap Goblin Gang Firecracker Dark Prince
Zap Bats Firecracker Dark Prince Inferno Dragon Mega Knight
Inferno Dragon
Goblin Gang Dark Prince Mega Knight Bats Firecracker

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Dark Prince
Zap Goblin Gang Firecracker Inferno Dragon Mega Knight
Goblin Gang Mega Knight Bats Zap Dark Prince
Goblin Gang Dark Prince Mega Knight Bats Zap
Goblin Gang Dark Prince Inferno Dragon Mega Knight
Firecracker Bats Zap Goblin Gang
Goblin Gang Dark Prince Bats
Mega Knight Dark Prince Inferno Dragon
Zap Mega Knight Bats Firecracker Dark Prince Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Mega Knight Bats Dark Prince
Mega Knight Zap Dark Prince
Dark Prince Mega Knight Goblin Gang
Firecracker Mega Knight
Goblin Gang Bats Zap Firecracker Dark Prince Inferno Dragon
Bats Mega Knight Zap Firecracker Dark Prince Inferno Dragon
Zap

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.)

Firecracker
Firecracker Zap
Firecracker Dark Prince
Zap Firecracker Dark Prince Mega Knight
Firecracker Bats Zap
Firecracker
Zap Firecracker
Zap Firecracker
Bats Goblin Gang
Firecracker Zap Dark Prince
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker Mega Knight
Bats
Zap Firecracker Dark Prince Mega Knight
Zap Firecracker Mega Knight
Mega Knight
Zap
Zap Firecracker Dark Prince Mega Knight
Inferno Dragon
Firecracker Zap
Zap Mega Knight
Zap Firecracker
Bats Zap Firecracker
Zap Bats Firecracker
Zap Mega Knight
Zap Firecracker
Mega Knight
Firecracker
Zap Bats Goblin Gang Dark Prince
Zap Firecracker
Goblin Gang Firecracker Dark Prince Mega Knight
Zap Firecracker
Zap
Firecracker Dark Prince Mega Knight
Zap Bats Goblin Gang Firecracker
Firecracker Bats Zap
Zap Firecracker Dark Prince Mega Knight
Inferno Dragon
Firecracker Mega Knight

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