My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Baby Dragon

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 Battle Ram Baby Dragon

Offensive cards

Win conditions

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

Battle Ram Hog Rider Goblin Barrel

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.

Battle Ram Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Barbarians Battle Ram Hog Rider Baby Dragon

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 Goblin Barrel

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 Battle Ram Hog Rider Goblin Barrel Guards Skeleton Army
Giant Snowball
Bats Barbarians Battle Ram Hog Rider Goblin Barrel Guards Skeleton Army Baby Dragon
Zap
Bats Battle Ram Goblin Barrel Guards Skeleton Army
Barbarian Barrel
Barbarians Battle Ram Goblin Barrel Guards Skeleton Army
The Log
Barbarians Battle Ram Hog Rider Goblin Barrel Guards Skeleton Army
Earthquake
Barbarians Hog Rider Goblin Barrel Guards Skeleton Army
Arrows
Bats Goblin Barrel Guards Skeleton Army
Royal Delivery
Bats Barbarians Battle Ram Hog Rider Goblin Barrel Guards Skeleton Army Baby Dragon
Fireball
Barbarians Battle Ram Hog Rider Goblin Barrel Skeleton Army Baby Dragon
Poison
Bats Barbarians Guards Skeleton Army
Lightning
Battle Ram Baby Dragon
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon

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 Battle Ram Guards Skeleton Army Baby Dragon

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.

Goblin Barrel Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Barbarians Goblin Barrel

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 Goblin Barrel Guards Skeleton Army Battle Ram Hog Rider Baby Dragon Barbarians

Shortest cycle

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

11 Bats Goblin Barrel Guards Skeleton Army

Attack Synergies 1 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 Battle Ram Goblin Barrel Baby Dragon
Barbarians
Hog Rider
Battle Ram
Bats Goblin Barrel Baby Dragon
Hog Rider
Bats Barbarians Goblin Barrel Guards Baby Dragon
Goblin Barrel
Bats Battle Ram Hog Rider Guards Skeleton Army Baby Dragon
Guards
Hog Rider Goblin Barrel
Skeleton Army
Goblin Barrel
Baby Dragon
Bats Battle Ram Hog Rider Goblin Barrel

Defense Synergies 0 4

Bats
Baby Dragon
Barbarians
Skeleton Army
Battle Ram
Hog Rider
Goblin Barrel
Guards
Skeleton Army Baby Dragon
Skeleton Army
Barbarians Guards
Baby Dragon
Bats Guards

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.

Baby Dragon
Barbarians Skeleton Army Bats
Barbarians Skeleton Army Bats
Barbarians Skeleton Army Bats Guards
Barbarians Skeleton Army
Skeleton Army Bats Guards Baby Dragon
Bats Baby Dragon
Barbarians Baby Dragon
Barbarians Skeleton Army
Guards Skeleton Army Barbarians
Bats Barbarians Guards Skeleton Army Baby Dragon
Bats Baby Dragon
Barbarians Skeleton Army Bats Guards
Skeleton Army Bats Barbarians Guards Baby Dragon
Barbarians Skeleton Army
Barbarians Skeleton Army
Barbarians Bats Skeleton Army
Bats Barbarians Guards Skeleton Army Baby Dragon
Baby Dragon Bats Barbarians Guards
Barbarians
Skeleton Army Bats Barbarians Guards Baby Dragon
Guards Skeleton Army

Counters to secondary win conditions

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

Barbarians Guards Skeleton Army
Baby Dragon
Barbarians Guards Skeleton Army Bats
Guards Skeleton Army Bats Barbarians
Barbarians Guards Skeleton Army
Bats Baby Dragon
Guards Skeleton Army Bats Barbarians
Barbarians Skeleton Army
Bats Barbarians Skeleton Army Baby Dragon
Barbarians Guards Skeleton Army
Bats Barbarians Guards
Skeleton Army Barbarians Guards
Barbarians Skeleton Army Guards
Barbarians Skeleton Army Baby Dragon
Barbarians Guards Skeleton Army Bats Baby Dragon
Bats Barbarians Baby Dragon

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.)

Guards Baby Dragon
Baby Dragon
Baby Dragon
Barbarians Guards
Baby Dragon
Bats Baby Dragon
Baby Dragon
Baby Dragon
Bats Guards
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Bats
Baby Dragon
Baby Dragon
Baby Dragon
Barbarians Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Bats Baby Dragon
Bats Guards
Bats Barbarians Guards Skeleton Army
Baby Dragon
Baby Dragon
Baby Dragon
Bats Guards Baby Dragon
Bats
Baby Dragon

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