My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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 Tesla

Defensive buildings

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

Cannon Tesla

Investments

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

Bats Tesla Dark Prince

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

Damage spells

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

Zap Earthquake

Punishments

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

Hog Rider Wall Breakers Dark Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Wall Breakers Dark 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 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 Hog Rider Wall Breakers Dark Prince
Giant Snowball
Bats Cannon Hog Rider Wall Breakers
Zap
Bats Cannon Wall Breakers Dark Prince
Barbarian Barrel
Cannon Tesla Wall Breakers Dark Prince
The Log
Cannon Hog Rider Wall Breakers Dark Prince
Earthquake
Cannon Tesla Hog Rider
Arrows
Bats Wall Breakers
Royal Delivery
Bats Hog Rider Wall Breakers Dark Prince
Fireball
Cannon Tesla Hog Rider Wall Breakers
Poison
Bats Cannon
Lightning
Cannon Tesla Dark Prince
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Dark Prince

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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Wall Breakers Cannon Earthquake Tesla Hog Rider Dark Prince

Shortest cycle

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

9 Bats Zap Wall Breakers Cannon

Attack Synergies 4 8

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 Zap Wall Breakers Dark Prince
Zap
Earthquake Hog Rider Bats Wall Breakers Dark Prince
Cannon
Tesla
Earthquake
Zap Hog Rider Wall Breakers Dark Prince
Hog Rider
Bats Zap Earthquake Dark Prince
Wall Breakers
Bats Zap Earthquake
Dark Prince
Bats Zap Earthquake Hog Rider

Defense Synergies 1 12

Bats
Zap Cannon Tesla Earthquake Dark Prince
Zap
Cannon Bats Tesla Earthquake Dark Prince
Cannon
Zap Bats Earthquake Dark Prince
Tesla
Bats Zap Earthquake Dark Prince
Earthquake
Bats Zap Cannon Tesla
Hog Rider
Wall Breakers
Dark Prince
Bats Zap Cannon Tesla

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.

Earthquake Zap Cannon Tesla
Bats Zap Cannon Tesla Dark Prince
Cannon Tesla Bats Dark Prince
Cannon Tesla Bats Dark Prince
Earthquake Dark Prince
Bats Zap Cannon Tesla Earthquake Dark Prince
Bats Tesla Zap Cannon
Earthquake Zap Cannon Tesla
Cannon Tesla
Cannon Tesla Dark Prince
Bats Zap Cannon Tesla Earthquake Dark Prince
Tesla Bats Zap
Cannon Tesla Bats Zap Earthquake Dark Prince
Bats Zap Cannon Tesla Earthquake Dark Prince
Cannon Tesla
Zap Cannon Tesla
Tesla Bats Cannon Dark Prince
Cannon Tesla Bats Zap Dark Prince
Zap Earthquake Bats Cannon Tesla Dark Prince
Cannon Tesla
Dark Prince Bats Cannon Tesla Earthquake
Cannon Tesla

Counters to secondary win conditions

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

Zap Tesla Dark Prince
Zap Tesla
Bats Zap Dark Prince
Dark Prince Bats Zap Tesla
Cannon Tesla Dark Prince
Bats Zap Tesla
Dark Prince Bats Tesla
Tesla Dark Prince
Zap Bats Dark Prince
Cannon Tesla
Bats Tesla Dark Prince
Zap Dark Prince
Dark Prince Cannon Tesla
Cannon Tesla
Tesla Bats Zap Dark Prince
Bats Zap Cannon Tesla Earthquake Dark Prince
Zap 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.)

Earthquake
Zap
Earthquake
Earthquake Dark Prince
Zap Earthquake Dark Prince
Bats Zap
Earthquake
Earthquake Zap
Zap
Bats
Zap Earthquake Dark Prince
Zap
Earthquake
Earthquake
Earthquake Zap
Earthquake Zap
Earthquake
Earthquake
Bats
Zap Earthquake Dark Prince
Zap Earthquake
Earthquake
Earthquake Zap
Zap Earthquake Dark Prince
Zap Earthquake
Zap
Zap
Bats Zap
Zap Bats
Zap Earthquake
Zap
Earthquake
Zap Earthquake Bats Dark Prince
Zap
Dark Prince
Zap Earthquake
Zap
Dark Prince
Zap Bats
Bats Zap
Zap Dark Prince

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