My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 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 Hunter

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Hunter Electro Giant

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

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

Hog Rider Electro Giant

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.

Barbarians Hog Rider Battle Healer Electro Giant

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 Hog Rider Skeleton Army
Giant Snowball
Bats Cannon Barbarians Hog Rider Skeleton Army
Zap
Bats Cannon Skeleton Army
Barbarian Barrel
Cannon Barbarians Skeleton Army Hunter
The Log
Cannon Barbarians Hog Rider Skeleton Army Hunter
Earthquake
Cannon Barbarians Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Barbarians Hog Rider Battle Healer Skeleton Army Hunter
Fireball
Cannon Barbarians Hog Rider Battle Healer Skeleton Army Hunter
Poison
Bats Cannon Barbarians Battle Healer Skeleton Army Hunter
Lightning
Cannon Battle Healer Hunter
Rocket
Barbarians Hog Rider Battle Healer Hunter

Against air swarms

Spells and units that can counter air swarms.

Hunter Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Electro Giant

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 Battle Healer Skeleton Army Electro Giant

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.

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.

Barbarians

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 Cannon Skeleton Army Hog Rider Battle Healer Hunter Barbarians Electro Giant

Shortest cycle

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

12 Bats Cannon Skeleton Army Hog Rider

Attack Synergies 1 6

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 Battle Healer
Cannon
Barbarians
Hog Rider Battle Healer
Hog Rider
Bats Barbarians Battle Healer Hunter
Battle Healer
Bats Barbarians Hog Rider Hunter
Skeleton Army
Hunter
Hog Rider Battle Healer
Electro Giant

Defense Synergies 0 9

Bats
Cannon Battle Healer Hunter
Cannon
Bats Battle Healer Skeleton Army Hunter Electro Giant
Barbarians
Skeleton Army
Hog Rider
Battle Healer
Bats Cannon Hunter
Skeleton Army
Cannon Barbarians
Hunter
Bats Cannon Battle Healer
Electro Giant
Cannon

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.

Cannon
Barbarians Skeleton Army Hunter Bats Cannon Battle Healer
Cannon Barbarians Skeleton Army Hunter Bats
Cannon Barbarians Skeleton Army Hunter Bats
Barbarians Battle Healer Skeleton Army
Skeleton Army Bats Cannon Hunter
Bats Hunter Cannon
Cannon Barbarians Battle Healer Electro Giant
Cannon Barbarians Hunter Skeleton Army
Skeleton Army Cannon Barbarians Battle Healer Hunter
Bats Barbarians Skeleton Army Cannon Hunter Electro Giant
Hunter Bats
Cannon Barbarians Skeleton Army Hunter Bats Battle Healer
Skeleton Army Bats Cannon Barbarians Hunter
Barbarians Skeleton Army Cannon Hunter
Barbarians Skeleton Army Cannon Hunter Electro Giant
Barbarians Bats Cannon Skeleton Army Hunter
Cannon Bats Barbarians Battle Healer Skeleton Army Hunter
Hunter Bats Cannon Barbarians Battle Healer
Barbarians Cannon Hunter
Skeleton Army Bats Cannon Barbarians Battle Healer Hunter Electro Giant
Cannon Hunter

Counters to secondary win conditions

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

Barbarians Skeleton Army Battle Healer Electro Giant
Battle Healer Hunter
Barbarians Skeleton Army Bats Battle Healer Hunter
Skeleton Army Hunter Bats Barbarians Battle Healer
Barbarians Cannon Battle Healer Skeleton Army Hunter
Electro Giant Bats Hunter
Skeleton Army Bats Barbarians Battle Healer Hunter
Barbarians Battle Healer Skeleton Army Hunter
Bats Barbarians Skeleton Army
Cannon Barbarians Skeleton Army
Bats Barbarians Hunter
Skeleton Army Barbarians Electro Giant
Barbarians Skeleton Army Cannon Hunter
Cannon Barbarians Skeleton Army Electro Giant
Barbarians Skeleton Army Electro Giant Bats Battle Healer Hunter
Bats Cannon Barbarians Battle Healer Hunter Electro Giant
Cannon

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.)

Barbarians
Electro Giant Bats Hunter
Hunter
Bats
Hunter
Hunter
Bats
Hunter
Electro Giant
Barbarians
Electro Giant Hunter
Hunter
Bats Hunter Electro Giant
Bats Electro Giant
Hunter
Bats Barbarians Skeleton Army
Hunter
Hunter
Electro Giant
Electro Giant Bats
Bats
Electro Giant

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