My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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 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!
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.

Missing

Investments

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

Bats Royal Recruits Battle Ram Dark Prince Bowler Bandit

Offensive cards

Win conditions

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

Battle Ram Hog Rider

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.

Royal Recruits Battle Ram Hog Rider Dark Prince Bandit

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.

Royal Recruits Battle Ram Hog Rider Dark Prince Bandit

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 Bandit Goblin Machine

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 Royal Recruits Battle Ram Hog Rider Dark Prince Bandit
Giant Snowball
Bats Royal Recruits Battle Ram Hog Rider
Zap
Bats Battle Ram Dark Prince Bandit
Barbarian Barrel
Royal Recruits Battle Ram Dark Prince Bandit
The Log
Royal Recruits Battle Ram Hog Rider Dark Prince Bandit
Earthquake
Hog Rider
Arrows
Bats Royal Recruits
Royal Delivery
Bats Royal Recruits Battle Ram Hog Rider Dark Prince Bowler Bandit
Fireball
Battle Ram Hog Rider Bowler Bandit
Poison
Bats Royal Recruits
Lightning
Battle Ram Dark Prince Bowler Bandit
Rocket
Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Bowler Goblin Machine

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 Royal Recruits Battle Ram Dark Prince Bowler Goblin Machine

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 Bandit Battle Ram Hog Rider Dark Prince Bowler Goblin Machine Royal Recruits

Shortest cycle

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

13 Bats Bandit Battle Ram Hog Rider

Attack Synergies 2 12

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 Royal Recruits Battle Ram Dark Prince Bowler Bandit
Royal Recruits
Bats Battle Ram Hog Rider Bandit
Battle Ram
Bandit Bats Royal Recruits
Hog Rider
Bats Royal Recruits Dark Prince Bowler Bandit
Dark Prince
Bats Hog Rider Bandit
Bowler
Bats Hog Rider
Bandit
Battle Ram Bats Royal Recruits Hog Rider Dark Prince
Goblin Machine

Defense Synergies 0 7

Bats
Royal Recruits Dark Prince Bowler Bandit
Royal Recruits
Bats
Battle Ram
Hog Rider
Dark Prince
Bats Bowler Bandit
Bowler
Bats Dark Prince Bandit
Bandit
Bats Dark Prince Bowler
Goblin Machine

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.

Bowler Royal Recruits
Bats Royal Recruits Dark Prince Bandit
Bowler Bats Royal Recruits Dark Prince Bandit
Royal Recruits Bats Dark Prince Bowler Bandit
Royal Recruits Dark Prince Bowler
Bowler Bats Dark Prince Bandit
Bats
Bowler Royal Recruits Bandit
Royal Recruits
Royal Recruits Dark Prince Bowler Bandit
Bats Royal Recruits Dark Prince Bowler Bandit
Bats
Royal Recruits Bowler Bats Dark Prince Bandit
Bowler Bats Royal Recruits Dark Prince
Royal Recruits Bandit
Royal Recruits Bowler Bandit
Bats Royal Recruits Dark Prince Bowler
Bats Royal Recruits Dark Prince Bowler Bandit
Bats Royal Recruits Dark Prince Bowler Bandit
Royal Recruits
Royal Recruits Dark Prince Bowler Bats Bandit

Counters to secondary win conditions

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

Royal Recruits Dark Prince Bowler Bandit
Bandit Bowler
Royal Recruits Bandit Bats Dark Prince Bowler
Royal Recruits Dark Prince Bowler Bats Bandit
Royal Recruits Dark Prince Bowler Bandit
Bats
Royal Recruits Dark Prince Bats Bowler Bandit
Royal Recruits Dark Prince
Royal Recruits Bats Dark Prince Bandit
Royal Recruits
Bats Royal Recruits Dark Prince Bowler
Royal Recruits Dark Prince Bowler
Royal Recruits Dark Prince Bowler Bandit
Royal Recruits Bowler
Royal Recruits Bats Dark Prince Bowler
Bats Bowler Royal Recruits Dark Prince

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.)

Royal Recruits Bandit
Bowler Bandit
Bandit
Royal Recruits Dark Prince
Dark Prince Bowler
Bats Goblin Machine
Bowler
Bowler
Bandit
Bats Bowler
Royal Recruits Dark Prince Bowler Bandit Goblin Machine
Bowler Bandit
Bandit
Bowler Bandit
Royal Recruits Bowler Bandit
Bats
Dark Prince Bowler Bandit Goblin Machine
Bowler Goblin Machine
Bowler
Bowler
Royal Recruits
Dark Prince Bowler Goblin Machine
Bowler Bandit
Bowler Bandit
Bandit
Bats
Bats
Bowler
Bandit
Bowler
Bats Royal Recruits Dark Prince Bandit
Dark Prince Bowler
Bowler
Royal Recruits Dark Prince
Bats Royal Recruits Bowler
Bats
Royal Recruits Dark Prince Bowler Bandit
Bowler

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