My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. 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!
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!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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 Minions Tesla Ram Rider

Defensive buildings

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

Tesla Tombstone Bomb Tower

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 Tombstone Ram Rider

Offensive cards

Win conditions

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

Hog Rider Royal Hogs Ram 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.

Hog Rider Royal Hogs Ram 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.

Hog Rider Royal Hogs Ram Rider

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 Royal Hogs Ram Rider

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 Minions Hog Rider Royal Hogs Ram Rider
Giant Snowball
Bats Minions Tombstone Hog Rider Royal Hogs Ram Rider
Zap
Bats Minions Tombstone Royal Hogs Ram Rider
Barbarian Barrel
Tesla Tombstone Bomb Tower Royal Hogs
The Log
Tombstone Hog Rider Royal Hogs Ram Rider
Earthquake
Tesla Tombstone Bomb Tower Hog Rider Royal Hogs
Arrows
Bats Minions Tombstone Royal Hogs
Royal Delivery
Bats Minions Hog Rider Royal Hogs Ram Rider
Fireball
Minions Tesla Tombstone Bomb Tower Hog Rider Royal Hogs Ram Rider
Poison
Bats Minions Tombstone Bomb Tower Royal Hogs
Lightning
Tesla Tombstone Bomb Tower Ram Rider
Rocket
Bomb Tower Hog Rider Royal Hogs Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower

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 Tombstone

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.

Minions

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.

Bats Minions Tombstone Tesla Bomb Tower Hog Rider Royal Hogs Ram Rider

Shortest cycle

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

12 Bats Minions Tombstone Tesla

Attack Synergies 2 5

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 Minions Royal Hogs Ram Rider
Minions
Hog Rider Bats Royal Hogs Ram Rider
Tesla
Tombstone
Bomb Tower
Hog Rider
Bats Minions
Royal Hogs
Bats Minions
Ram Rider
Bats Minions

Defense Synergies 0 7

Bats
Minions Tesla Bomb Tower
Minions
Bats Tesla Tombstone Ram Rider
Tesla
Bats Minions
Tombstone
Minions Ram Rider
Bomb Tower
Bats
Hog Rider
Royal Hogs
Ram Rider
Minions Tombstone

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.

Minions Tesla Tombstone Ram Rider
Bomb Tower Bats Minions Tesla Tombstone Ram Rider
Tesla Bomb Tower Ram Rider Bats Minions Tombstone
Tesla Bomb Tower Bats Minions Tombstone Ram Rider
Tombstone Bomb Tower
Bats Minions Tesla Bomb Tower
Bats Minions Tesla Ram Rider Tombstone Bomb Tower
Tesla Bomb Tower Ram Rider
Tesla Minions Tombstone Bomb Tower
Tesla
Bats Minions Tesla Tombstone Bomb Tower Ram Rider
Minions Tesla Bats Ram Rider
Tesla Tombstone Bomb Tower Bats Minions Ram Rider
Bomb Tower Bats Minions Tesla Tombstone
Tesla Tombstone Bomb Tower Ram Rider
Bomb Tower Tesla Ram Rider
Tesla Bomb Tower Bats Minions Tombstone
Tesla Tombstone Bomb Tower Bats Minions Ram Rider
Bomb Tower Bats Minions Tesla Tombstone Ram Rider
Tesla Bomb Tower Ram Rider
Bats Minions Tesla Bomb Tower
Tesla Tombstone Bomb Tower

Counters to secondary win conditions

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

Tesla Tombstone
Tesla Bomb Tower
Tombstone Bats Minions Bomb Tower Ram Rider
Bats Tesla Ram Rider
Tesla Tombstone Ram Rider
Bats Minions Tesla Bomb Tower Ram Rider
Bats Minions Tesla Tombstone Bomb Tower Ram Rider
Tesla Bomb Tower
Bats Minions Tombstone Bomb Tower
Tesla Tombstone
Bats Minions Tesla Tombstone Bomb Tower
Tesla Tombstone Bomb Tower Ram Rider
Tesla Bomb Tower
Tesla Tombstone Bats Minions Bomb Tower
Bats Minions Tesla Bomb Tower
Tombstone Bomb Tower

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.)

Ram Rider
Bats Minions Ram Rider
Ram Rider
Ram Rider
Bats Minions
Ram Rider
Minions
Bats Minions
Minions
Ram Rider
Ram Rider
Bats
Bats Minions
Bats Minions Tombstone
Ram Rider
Bats Minions
Bats

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