My Best Clash Royale Deck

Deck Check Rating

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

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 Ice Golem 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 Ice Golem 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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem The Log 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 Ice Golem 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 Ice Golem

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 Zap Ice Golem The Log Goblin Gang Hog Rider Inferno Dragon Mega Knight

Shortest cycle

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

8 Bats Zap Ice Golem The Log

Attack Synergies 9 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
Ice Golem Hog Rider Mega Knight Zap Inferno Dragon
Zap
Hog Rider Bats Ice Golem The Log Mega Knight
Goblin Gang
Ice Golem Hog Rider
Ice Golem
Bats Goblin Gang Hog Rider Zap
Hog Rider
Bats Zap Goblin Gang Ice Golem The Log Mega Knight
The Log
Hog Rider Zap Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Zap Hog Rider The Log

Defense Synergies 1 18

Bats
Zap Ice Golem The Log Inferno Dragon Mega Knight
Zap
Mega Knight Bats Goblin Gang Ice Golem The Log Inferno Dragon
Goblin Gang
Zap Ice Golem The Log Inferno Dragon
Ice Golem
Bats Zap Goblin Gang The Log Inferno Dragon Mega Knight
Hog Rider
The Log
Bats Zap Goblin Gang Ice Golem Inferno Dragon Mega Knight
Inferno Dragon
Bats Zap Goblin Gang Ice Golem The Log Mega Knight
Mega Knight
Zap Bats Ice Golem The Log 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 Ice Golem The Log
Inferno Dragon Bats Zap Goblin Gang The Log Mega Knight
Goblin Gang Mega Knight Bats Inferno Dragon
Inferno Dragon Bats Goblin Gang Mega Knight
The Log Mega Knight
Goblin Gang The Log Bats Zap Mega Knight
Bats Inferno Dragon Zap Goblin Gang
Zap Ice Golem The Log Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Ice Golem Mega Knight
Bats Goblin Gang Zap Ice Golem The Log Mega Knight
Inferno Dragon Bats Zap Goblin Gang
Mega Knight Bats Zap Goblin Gang The Log
Mega Knight Bats Zap Goblin Gang The Log
Inferno Dragon Goblin Gang Mega Knight
Zap Goblin Gang The Log Inferno Dragon Mega Knight
Mega Knight Bats Goblin Gang
Mega Knight Bats Zap Goblin Gang The Log
Zap The Log Bats Ice Golem Inferno Dragon Mega Knight
Inferno Dragon
Goblin Gang Mega Knight Bats The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Ice Golem
Zap Goblin Gang Ice Golem The Log Inferno Dragon Mega Knight
Goblin Gang Mega Knight Bats Zap Ice Golem The Log
Goblin Gang Mega Knight Bats Zap Ice Golem The Log
Goblin Gang Inferno Dragon Mega Knight
Bats Zap Goblin Gang Ice Golem
Goblin Gang Bats Ice Golem
Mega Knight Inferno Dragon
Zap Mega Knight Bats Ice Golem The Log Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Zap The Log
Mega Knight Goblin Gang Ice Golem
Mega Knight
Goblin Gang Bats Zap Ice Golem The Log Inferno Dragon
Bats Mega Knight Zap Ice Golem The Log 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.)

Ice Golem The Log
Zap The Log
The Log
Ice Golem The Log
Zap The Log Mega Knight
Bats Zap Ice Golem
The Log
The Log Zap Ice Golem
The Log Zap
Bats Goblin Gang
Zap The Log
Zap
Ice Golem The Log
Zap Ice Golem The Log
Zap The Log
The Log Mega Knight
Bats
Zap The Log Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap Ice Golem The Log Mega Knight
Inferno Dragon
The Log Zap
Zap The Log Mega Knight
Zap The Log
Bats Zap Ice Golem
Zap Bats
Zap The Log Mega Knight
Zap
Mega Knight
The Log
Zap Bats Goblin Gang
Zap
The Log
Goblin Gang Mega Knight
The Log Zap Ice Golem
Zap
Mega Knight
Zap Bats Goblin Gang The Log
Bats Zap
Zap The Log Mega Knight
Inferno Dragon
Mega Knight

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