My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Magic Archer

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 P.E.K.K.A Magic Archer

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.

The Log

Punishments

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

Hog Rider

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 P.E.K.K.A Magic Archer

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 Magic Archer

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 Hog Rider Skeleton Army
Zap
Bats Cannon Skeleton Army
Barbarian Barrel
Knight Cannon Skeleton Army Magic Archer
The Log
Cannon Hog Rider Skeleton Army
Earthquake
Cannon Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Knight Hog Rider Skeleton Army P.E.K.K.A Magic Archer
Fireball
Cannon Hog Rider Skeleton Army Magic Archer
Poison
Bats Cannon Skeleton Army Magic Archer
Lightning
Knight Cannon Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Magic Archer

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 Knight Skeleton Army P.E.K.K.A

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Knight Cannon Skeleton Army Hog Rider Magic Archer P.E.K.K.A

Shortest cycle

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

10 Bats The Log Knight Cannon

Attack Synergies 5 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
Knight Hog Rider P.E.K.K.A
Knight
Bats Hog Rider The Log Magic Archer
Cannon
Hog Rider
Bats Knight The Log Magic Archer
Skeleton Army
P.E.K.K.A
Magic Archer Bats The Log
The Log
Hog Rider Knight P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Knight Hog Rider The Log

Defense Synergies 5 10

Bats
Knight Cannon P.E.K.K.A The Log
Knight
Bats Cannon Magic Archer Skeleton Army The Log
Cannon
Knight The Log Bats Skeleton Army Magic Archer
Hog Rider
Skeleton Army
Knight Cannon The Log Magic Archer
P.E.K.K.A
The Log Bats
The Log
Cannon P.E.K.K.A Bats Knight Skeleton Army Magic Archer
Magic Archer
Knight Cannon Skeleton Army The Log

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 Magic Archer
Skeleton Army P.E.K.K.A Bats Knight Cannon The Log
Cannon Skeleton Army P.E.K.K.A Bats Knight
Cannon Skeleton Army P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Bats Cannon Magic Archer
Bats Cannon Magic Archer
Cannon P.E.K.K.A The Log Magic Archer
Cannon P.E.K.K.A Skeleton Army
Knight Skeleton Army Cannon
Bats Skeleton Army Knight Cannon The Log Magic Archer
Bats Magic Archer
Cannon Skeleton Army P.E.K.K.A Bats Knight The Log
Skeleton Army Bats Cannon P.E.K.K.A The Log Magic Archer
Skeleton Army P.E.K.K.A Knight Cannon
Skeleton Army Cannon P.E.K.K.A The Log
Bats Knight Cannon Skeleton Army P.E.K.K.A
Cannon Bats Knight Skeleton Army The Log Magic Archer
The Log Bats Knight Cannon Magic Archer
P.E.K.K.A Cannon
Skeleton Army Bats Knight Cannon P.E.K.K.A The Log
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Knight Skeleton Army P.E.K.K.A
Knight The Log Magic Archer
Skeleton Army P.E.K.K.A Bats Knight The Log
Skeleton Army P.E.K.K.A Bats Knight The Log
P.E.K.K.A Knight Cannon Skeleton Army
Bats Magic Archer
Skeleton Army P.E.K.K.A Bats Knight
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Bats Knight Skeleton Army The Log Magic Archer
P.E.K.K.A Cannon Skeleton Army
P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Knight Cannon
Cannon Skeleton Army Magic Archer
Skeleton Army Bats Knight P.E.K.K.A The Log Magic Archer
Bats Cannon P.E.K.K.A The Log Magic Archer
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.)

Magic Archer Knight The Log
The Log Magic Archer
The Log Magic Archer
Knight The Log
The Log Magic Archer
Bats Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
Bats
Knight The Log Magic Archer
Magic Archer
Knight The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
Bats
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
The Log
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
Bats Magic Archer
Bats
The Log Magic Archer
Magic Archer
P.E.K.K.A
The Log Magic Archer
Bats Skeleton Army Magic Archer
Magic Archer
The Log
Knight Magic Archer
The Log Magic Archer
P.E.K.K.A
Bats The Log Magic Archer
Bats Magic Archer
The Log Magic Archer
P.E.K.K.A

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