My Best Clash Royale Deck

Deck Check Rating

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

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

Defensive buildings

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

Cannon

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 Royal Giant

Offensive cards

Win conditions

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

Royal Giant Hog Rider Miner Graveyard

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.

Royal Giant Hog Rider Miner Graveyard

Pump responses

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

Miner Graveyard

Dropped at the bridge

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

Knight Royal Giant Hog 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 Miner Graveyard

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 Royal Giant Hog Rider Miner Graveyard
Giant Snowball
Bats Cannon Hog Rider Miner Graveyard
Zap
Bats Cannon Royal Giant Graveyard
Barbarian Barrel
Knight Cannon Graveyard
The Log
Cannon Royal Giant Hog Rider Graveyard
Earthquake
Cannon Hog Rider Graveyard
Arrows
Bats Graveyard
Royal Delivery
Bats Knight Hog Rider Miner Graveyard
Fireball
Cannon Hog Rider
Poison
Bats Cannon Graveyard
Lightning
Knight Cannon
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Miner

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 Graveyard

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 Arrows Knight Cannon Miner Hog Rider Graveyard Royal Giant

Shortest cycle

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

11 Bats Arrows Knight Cannon

Attack Synergies 10 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 Royal Giant Hog Rider Miner Graveyard
Arrows
Royal Giant Hog Rider Graveyard Knight Miner
Knight
Bats Hog Rider Graveyard Arrows Miner
Cannon
Royal Giant
Bats Arrows Miner Hog Rider
Hog Rider
Bats Arrows Knight Royal Giant Graveyard
Miner
Bats Royal Giant Arrows Knight Graveyard
Graveyard
Arrows Knight Bats Hog Rider Miner

Defense Synergies 2 3

Bats
Knight Cannon
Arrows
Knight Cannon
Knight
Bats Cannon Arrows
Cannon
Knight Bats Arrows
Royal Giant
Hog Rider
Miner
Graveyard

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 Cannon
Bats Knight Cannon
Cannon Bats Knight
Cannon Bats Knight
Arrows
Arrows Bats Cannon
Bats Arrows Cannon
Arrows Cannon
Cannon
Knight Cannon Miner
Bats Arrows Knight Cannon
Arrows Bats
Cannon Bats Knight
Bats Arrows Cannon
Knight Cannon
Cannon
Bats Arrows Knight Cannon
Arrows Cannon Bats Knight
Arrows Bats Knight Cannon
Cannon
Bats Arrows Knight Cannon

Counters to secondary win conditions

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

Knight
Arrows Knight Miner
Bats Knight
Bats Knight
Knight Cannon
Arrows Bats
Bats Knight
Knight
Bats Knight
Cannon
Bats Knight
Arrows
Knight Cannon
Cannon
Bats Knight
Bats Arrows Cannon
Arrows Cannon

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
Arrows Miner
Arrows Miner
Arrows Knight
Arrows
Arrows Bats
Arrows
Arrows
Arrows Miner
Bats
Miner Arrows Knight
Arrows
Knight Miner
Arrows
Arrows
Arrows
Arrows
Arrows
Bats
Arrows
Arrows Miner
Arrows
Arrows
Arrows
Arrows Miner
Arrows Miner
Miner Arrows
Bats Arrows
Bats
Arrows Miner
Arrows
Arrows
Bats
Arrows
Arrows
Miner Knight
Arrows
Arrows
Bats
Bats
Miner

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