My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Ice Wizard Archer Queen

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 Firecracker Elixir Golem Ice Wizard Archer Queen

Offensive cards

Win conditions

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

Elixir Golem Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elixir Golem 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.

Elixir Golem Hog Rider Archer Queen

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.

Firecracker 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 Elixir Golem Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Firecracker Skeleton Army
Barbarian Barrel
Firecracker Elixir Golem Skeleton Army Ice Wizard
The Log
Firecracker Elixir Golem Hog Rider Skeleton Army
Earthquake
Firecracker Elixir Golem Hog Rider Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Firecracker Elixir Golem Hog Rider Skeleton Army Ice Wizard
Fireball
Firecracker Elixir Golem Hog Rider Skeleton Army Ice Wizard
Poison
Bats Firecracker Elixir Golem Skeleton Army Ice Wizard
Lightning
Ice Wizard Archer Queen
Rocket
Hog Rider Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Ice Wizard

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 Arrows Elixir Golem Skeleton Army Ice Wizard

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.

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.

Ice Wizard

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 Arrows Firecracker Elixir Golem Skeleton Army Ice Wizard Hog Rider Archer Queen

Shortest cycle

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

11 Bats Arrows Firecracker Elixir Golem

Attack Synergies 4 6

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 Firecracker Elixir Golem
Arrows
Hog Rider Elixir Golem
Firecracker
Elixir Golem Hog Rider Bats
Elixir Golem
Firecracker Bats Arrows Hog Rider Ice Wizard
Hog Rider
Bats Arrows Firecracker Elixir Golem Archer Queen
Skeleton Army
Ice Wizard
Elixir Golem
Archer Queen
Hog Rider

Defense Synergies 0 7

Bats
Firecracker Ice Wizard
Arrows
Ice Wizard
Firecracker
Bats Skeleton Army Ice Wizard
Elixir Golem
Hog Rider
Skeleton Army
Firecracker Ice Wizard Archer Queen
Ice Wizard
Bats Arrows Firecracker Skeleton Army
Archer Queen
Skeleton Army

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.

Firecracker
Skeleton Army Bats Firecracker Ice Wizard
Skeleton Army Bats Ice Wizard
Skeleton Army Bats Firecracker Ice Wizard
Arrows Firecracker Skeleton Army
Arrows Skeleton Army Bats Firecracker Ice Wizard
Bats Arrows Firecracker Ice Wizard
Arrows
Skeleton Army Ice Wizard Archer Queen
Skeleton Army Firecracker Ice Wizard
Bats Skeleton Army Ice Wizard Arrows Firecracker
Arrows Bats Firecracker Ice Wizard
Skeleton Army Bats Ice Wizard
Skeleton Army Bats Arrows Firecracker
Skeleton Army
Skeleton Army
Bats Arrows Firecracker Skeleton Army
Arrows Bats Firecracker Skeleton Army Ice Wizard
Arrows Bats Firecracker Ice Wizard
Skeleton Army Bats Arrows Firecracker

Counters to secondary win conditions

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

Skeleton Army
Arrows Firecracker
Skeleton Army Bats
Skeleton Army Bats
Skeleton Army
Arrows Firecracker Bats Ice Wizard
Skeleton Army Bats Ice Wizard
Skeleton Army
Bats Firecracker Skeleton Army
Skeleton Army
Bats
Skeleton Army Arrows Archer Queen
Skeleton Army
Firecracker Skeleton Army
Skeleton Army Bats Firecracker Archer Queen
Bats Arrows Firecracker Ice Wizard Archer Queen
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 Firecracker
Arrows Firecracker Ice Wizard
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Bats Ice Wizard
Arrows Firecracker
Arrows Firecracker Ice Wizard
Arrows Firecracker
Bats
Firecracker Arrows
Arrows Firecracker Archer Queen
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker Ice Wizard
Arrows Firecracker Ice Wizard
Arrows
Arrows Firecracker
Bats Arrows Firecracker Ice Wizard
Bats Firecracker
Arrows
Arrows Firecracker
Arrows Firecracker
Bats Skeleton Army
Arrows Firecracker Ice Wizard Archer Queen
Arrows
Firecracker
Arrows Firecracker
Arrows Archer Queen
Firecracker Archer Queen
Bats Firecracker Archer Queen
Firecracker Bats Archer Queen
Firecracker Archer Queen

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