My Best Clash Royale Deck

Deck Check Rating

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

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 Witch

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 Knight Witch Skeleton King

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.

Arrows 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 Barbarians Hog Rider Skeleton King

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

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 King
Giant Snowball
Bats Barbarians Hog Rider Witch Skeleton King
Zap
Bats Witch Skeleton King
Barbarian Barrel
Knight Barbarians Witch Skeleton King
The Log
Barbarians Hog Rider Witch Skeleton King
Earthquake
Barbarians Hog Rider Witch Skeleton King
Arrows
Bats Witch Skeleton King
Royal Delivery
Bats Knight Barbarians Hog Rider Witch Skeleton King
Fireball
Barbarians Hog Rider Witch Skeleton King
Poison
Bats Barbarians Witch Skeleton King
Lightning
Knight Witch Skeleton King
Rocket
Barbarians Hog Rider Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Skeleton King

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 Arrows Knight

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 Witch

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 The Log Arrows Knight Hog Rider Skeleton King Barbarians Witch

Shortest cycle

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

10 Bats The Log Arrows Knight

Attack Synergies 5 7

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 Skeleton King
Arrows
Hog Rider Knight
Knight
Bats Hog Rider Arrows Witch The Log
Barbarians
Hog Rider
Hog Rider
Bats Arrows Knight The Log Barbarians Witch
Witch
Knight Hog Rider Skeleton King
The Log
Hog Rider Knight
Skeleton King
Bats Witch

Defense Synergies 1 7

Bats
Knight The Log Skeleton King
Arrows
Knight Barbarians
Knight
Bats Arrows Witch The Log
Barbarians
Arrows
Hog Rider
Witch
Knight The Log
The Log
Bats Knight Witch
Skeleton King
Bats

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 The Log
Barbarians Bats Knight Witch The Log
Barbarians Witch Bats Knight
Barbarians Witch Bats Knight Skeleton King
Arrows Barbarians The Log
Arrows The Log Bats
Bats Arrows Witch
Arrows Barbarians The Log
Barbarians Witch Skeleton King
Knight Barbarians
Bats Barbarians Witch Arrows Knight The Log Skeleton King
Arrows Bats Witch
Barbarians Bats Knight Witch The Log
Bats Arrows Barbarians Witch The Log Skeleton King
Barbarians Knight Skeleton King
Barbarians The Log
Barbarians Bats Arrows Knight Witch
Arrows Bats Knight Barbarians Witch The Log
Arrows Witch The Log Bats Knight Barbarians
Barbarians
Bats Arrows Knight Barbarians Witch The Log

Counters to secondary win conditions

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

Knight Barbarians Witch
Arrows Knight The Log
Barbarians Bats Knight Witch The Log
Bats Knight Barbarians The Log
Barbarians Knight Witch
Arrows Bats Witch
Bats Knight Barbarians Witch
Knight Barbarians
Bats Knight Barbarians Witch The Log
Witch Barbarians
Bats Knight Barbarians Witch
Arrows Barbarians The Log
Barbarians Knight Witch Skeleton King
Barbarians Witch
Barbarians Witch Bats Knight The Log Skeleton King
Bats Arrows Barbarians Witch The Log Skeleton King
Arrows

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.)

Arrows Knight The Log
Arrows The Log
Arrows The Log
Arrows Knight Barbarians The Log
Arrows The Log
Arrows Bats Witch
Arrows Witch The Log
Arrows The Log
Arrows The Log
Bats
Arrows Knight The Log
Arrows
Knight The Log
Arrows
Arrows The Log
Arrows Witch The Log
Arrows The Log
Arrows
Bats
Arrows The Log
Arrows Witch The Log
The Log
Arrows
The Log
Arrows Barbarians The Log
Arrows The Log Witch
Witch
Arrows The Log Witch
Arrows Witch The Log
Arrows The Log
Bats Arrows Witch
Bats Witch
Arrows The Log
Arrows
Arrows The Log
Bats Barbarians Witch
Arrows Witch
Arrows The Log
Knight
Arrows The Log Skeleton King
Arrows
Bats Witch The Log Skeleton King
Bats Witch
Witch The Log

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