My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Archers Magic Archer

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.

Skeletons Bats Archers Royal Giant 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.

Royal Giant Royal Hogs Wall Breakers

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 Giant Royal Hogs Wall Breakers

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 Giant Royal Hogs Wall Breakers 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.

Royal Hogs 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
Skeletons Bats Archers Royal Giant Royal Hogs Wall Breakers
Giant Snowball
Skeletons Bats Archers Royal Hogs Wall Breakers
Zap
Skeletons Bats Archers Royal Giant Royal Hogs Wall Breakers
Barbarian Barrel
Skeletons Archers Royal Hogs Wall Breakers Magic Archer
The Log
Skeletons Archers Royal Giant Royal Hogs Wall Breakers
Earthquake
Skeletons Archers Royal Hogs
Arrows
Skeletons Bats Archers Royal Hogs Wall Breakers
Royal Delivery
Skeletons Bats Archers Royal Hogs Wall Breakers P.E.K.K.A Magic Archer
Fireball
Archers Royal Hogs Wall Breakers Magic Archer
Poison
Bats Archers Royal Hogs Magic Archer
Lightning
Magic Archer
Rocket
Royal Hogs 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.

Magic Archer

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 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.

Royal Giant

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.

Skeletons Bats Wall Breakers Archers Magic Archer Royal Hogs Royal Giant P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats Wall Breakers Archers

Attack Synergies 2 9

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.

Skeletons
Bats
Royal Giant Royal Hogs Wall Breakers P.E.K.K.A
Archers
Royal Giant Royal Hogs Wall Breakers P.E.K.K.A
Royal Giant
Bats Archers Magic Archer
Royal Hogs
Bats Archers Magic Archer
Wall Breakers
Bats Archers
P.E.K.K.A
Magic Archer Bats Archers
Magic Archer
P.E.K.K.A Royal Giant Royal Hogs

Defense Synergies 0 6

Skeletons
Bats Archers P.E.K.K.A Magic Archer
Bats
Skeletons P.E.K.K.A
Archers
Skeletons P.E.K.K.A
Royal Giant
Royal Hogs
Wall Breakers
P.E.K.K.A
Skeletons Bats Archers
Magic Archer
Skeletons

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.

Magic Archer
P.E.K.K.A Skeletons Bats
P.E.K.K.A Skeletons Bats Archers
P.E.K.K.A Skeletons Bats
P.E.K.K.A
Skeletons Bats Archers Magic Archer
Bats Archers Magic Archer
P.E.K.K.A Magic Archer
P.E.K.K.A Skeletons
Skeletons Archers
Bats Archers Skeletons Magic Archer
Bats Archers Magic Archer
P.E.K.K.A Skeletons Bats
Bats P.E.K.K.A Magic Archer
P.E.K.K.A
P.E.K.K.A
Skeletons Bats P.E.K.K.A
Bats Archers Magic Archer
Bats Archers Magic Archer
P.E.K.K.A
Bats Archers P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Archers P.E.K.K.A
Archers Magic Archer
P.E.K.K.A Skeletons Bats
P.E.K.K.A Bats
P.E.K.K.A Skeletons
Skeletons Bats Archers Magic Archer
P.E.K.K.A Skeletons Bats Archers
P.E.K.K.A
P.E.K.K.A Skeletons Bats Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Skeletons
Archers Magic Archer
Skeletons Bats Archers P.E.K.K.A Magic Archer
Bats Archers P.E.K.K.A Magic Archer

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
Magic Archer
Magic Archer
Magic Archer
Bats Magic Archer
Archers Magic Archer
Magic Archer
Bats
Magic Archer
Archers Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Bats
Archers Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Bats Archers Magic Archer
Bats
Magic Archer
Magic Archer
P.E.K.K.A
Magic Archer
Bats Archers Magic Archer
Archers Magic Archer
Magic Archer
Magic Archer
P.E.K.K.A
Bats Magic Archer
Bats Magic Archer
Magic Archer
P.E.K.K.A

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