My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats

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 Knight Prince

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.

Arrows The Log

Punishments

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

Hog Rider Prince

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.

Knight Hog Rider Prince

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 Prince
Giant Snowball
Bats Cannon Hog Rider Skeleton Army
Zap
Bats Cannon Skeleton Army Prince
Barbarian Barrel
Knight Cannon Skeleton Army
The Log
Cannon Hog Rider Skeleton Army Prince
Earthquake
Cannon Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Knight Hog Rider Skeleton Army Prince
Fireball
Cannon Hog Rider Skeleton Army
Poison
Bats Cannon Skeleton Army
Lightning
Knight Cannon Prince
Rocket
Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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 Arrows Knight Skeleton Army Prince

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

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 The Log Arrows Knight Cannon Skeleton Army Hog Rider Prince

Shortest cycle

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

10 Bats The Log Arrows Knight

Attack Synergies 5 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
Knight Hog Rider Prince
Arrows
Hog Rider Knight Prince
Knight
Bats Hog Rider Arrows Prince The Log
Cannon
Hog Rider
Bats Arrows Knight The Log Prince
Skeleton Army
Prince
Bats Arrows Knight Hog Rider The Log
The Log
Hog Rider Knight Prince

Defense Synergies 4 12

Bats
Knight Cannon Prince The Log
Arrows
Knight Cannon Prince
Knight
Bats Cannon Arrows Skeleton Army The Log
Cannon
Knight The Log Bats Arrows Skeleton Army Prince
Hog Rider
Skeleton Army
Knight Cannon Prince The Log
Prince
The Log Bats Arrows Cannon Skeleton Army
The Log
Cannon Prince Bats Knight Skeleton Army

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 Cannon The Log
Skeleton Army Bats Knight Cannon Prince The Log
Cannon Skeleton Army Prince Bats Knight
Cannon Skeleton Army Prince Bats Knight
Arrows Skeleton Army Prince The Log
Arrows Skeleton Army The Log Bats Cannon
Bats Arrows Cannon
Arrows Cannon The Log
Cannon Skeleton Army Prince
Knight Skeleton Army Cannon Prince
Bats Skeleton Army Arrows Knight Cannon The Log
Arrows Bats
Cannon Skeleton Army Prince Bats Knight The Log
Skeleton Army Bats Arrows Cannon Prince The Log
Skeleton Army Knight Cannon Prince
Skeleton Army Cannon Prince The Log
Bats Arrows Knight Cannon Skeleton Army Prince
Arrows Cannon Bats Knight Skeleton Army Prince The Log
Arrows The Log Bats Knight Cannon
Cannon Prince
Skeleton Army Bats Arrows Knight Cannon Prince The Log

Counters to secondary win conditions

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

Knight Skeleton Army Prince
Arrows Knight Prince The Log
Skeleton Army Bats Knight Prince The Log
Skeleton Army Prince Bats Knight The Log
Knight Cannon Skeleton Army Prince
Arrows Bats
Skeleton Army Prince Bats Knight
Knight Skeleton Army Prince
Bats Knight Skeleton Army Prince The Log
Cannon Skeleton Army
Bats Knight Prince
Skeleton Army Arrows Prince The Log
Skeleton Army Prince Knight Cannon
Cannon Skeleton Army
Skeleton Army Bats Knight Prince The Log
Bats Arrows Cannon The Log
Arrows 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.)

Arrows Knight The Log
Arrows The Log
Arrows The Log
Arrows Knight Prince The Log
Arrows The Log
Arrows Bats
Arrows The Log
Arrows The Log
Arrows The Log
Bats Prince
Arrows Knight Prince The Log
Arrows
Knight The Log
Arrows
Arrows Prince The Log
Arrows The Log
Arrows The Log
Arrows
Bats
Arrows Prince The Log
Arrows The Log
Prince The Log
Arrows
Prince The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Prince The Log
Arrows The Log
Bats Arrows
Bats
Arrows The Log
Arrows
Prince
Arrows The Log
Bats Skeleton Army Prince
Arrows
Arrows The Log
Knight Prince
Arrows The Log
Arrows
Prince
Bats The Log
Bats
Prince The Log
Prince

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