My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Mother Witch

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.

Skeletons Bats Knight Mother Witch

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Hogs

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 Royal Hogs

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.

Electro Spirit Knight Goblin Gang Royal Hogs

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.

Electro Spirit Royal Hogs

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
Skeletons Bats Goblin Gang Royal Hogs
Giant Snowball
Skeletons Bats Goblin Gang Royal Hogs
Zap
Skeletons Bats Goblin Gang Royal Hogs
Barbarian Barrel
Skeletons Electro Spirit Knight Goblin Gang Royal Hogs
The Log
Skeletons Electro Spirit Goblin Gang Royal Hogs
Earthquake
Skeletons Goblin Gang Royal Hogs
Arrows
Skeletons Electro Spirit Bats Goblin Gang Royal Hogs
Royal Delivery
Skeletons Electro Spirit Bats Knight Goblin Gang Royal Hogs Mother Witch
Fireball
Goblin Gang Royal Hogs Mother Witch
Poison
Bats Goblin Gang Royal Hogs Mother Witch
Lightning
Knight Mother Witch
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap

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.

Electro Spirit Bats Knight Mother Witch

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bats Zap Knight Goblin Gang Mother Witch Royal Hogs

Shortest cycle

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

6 Skeletons Electro Spirit Bats Zap

Attack Synergies 3 10

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.

Skeletons
Electro Spirit
Zap Mother Witch
Bats
Knight Zap Royal Hogs
Zap
Electro Spirit Bats Knight Royal Hogs Mother Witch
Knight
Bats Goblin Gang Zap Royal Hogs Mother Witch
Goblin Gang
Knight Royal Hogs
Royal Hogs
Mother Witch Bats Zap Knight Goblin Gang
Mother Witch
Royal Hogs Electro Spirit Zap Knight

Defense Synergies 2 10

Skeletons
Electro Spirit Bats Zap Knight
Electro Spirit
Skeletons Zap
Bats
Knight Skeletons Zap
Zap
Skeletons Electro Spirit Bats Knight Goblin Gang Mother Witch
Knight
Bats Goblin Gang Skeletons Zap Mother Witch
Goblin Gang
Knight Zap
Royal Hogs
Mother Witch
Zap Knight

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 Knight
Skeletons Bats Zap Knight Goblin Gang
Goblin Gang Skeletons Bats Knight
Skeletons Bats Knight Goblin Gang
Goblin Gang Skeletons Electro Spirit Bats Zap Mother Witch
Bats Electro Spirit Zap Goblin Gang
Electro Spirit Zap
Skeletons Goblin Gang
Knight Goblin Gang Skeletons
Bats Goblin Gang Mother Witch Skeletons Electro Spirit Zap Knight
Bats Zap Goblin Gang
Skeletons Bats Zap Knight Goblin Gang
Electro Spirit Bats Zap Goblin Gang
Knight Goblin Gang
Zap Goblin Gang
Skeletons Bats Knight Goblin Gang
Electro Spirit Bats Zap Knight Goblin Gang
Zap Electro Spirit Bats Knight Mother Witch
Goblin Gang Electro Spirit Bats Knight Mother Witch

Counters to secondary win conditions

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

Knight Goblin Gang Skeletons Zap
Zap Knight Goblin Gang
Goblin Gang Skeletons Bats Zap Knight
Goblin Gang Bats Zap Knight
Skeletons Knight Goblin Gang
Mother Witch Skeletons Electro Spirit Bats Zap Goblin Gang
Goblin Gang Skeletons Bats Knight
Knight
Zap Skeletons Electro Spirit Bats Knight
Skeletons Goblin Gang
Bats Knight
Zap
Skeletons Knight Goblin Gang
Goblin Gang Skeletons Electro Spirit Bats Zap Knight
Bats Electro Spirit Zap Mother Witch
Electro Spirit 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.)

Knight
Zap
Knight
Zap
Mother Witch Electro Spirit Bats Zap
Zap
Zap
Bats Goblin Gang
Zap Knight
Zap
Knight
Zap
Zap
Bats
Zap
Zap Mother Witch
Zap
Zap Mother Witch Electro Spirit
Zap
Zap
Zap
Bats Zap Mother Witch
Zap Electro Spirit Bats
Zap
Zap Electro Spirit
Zap Electro Spirit Bats Goblin Gang
Zap
Knight Goblin Gang
Zap
Zap
Zap Electro Spirit Bats Goblin Gang
Bats Zap
Zap

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