My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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 Electro Dragon Magic Archer

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 Skeleton Barrel Electro Dragon P.E.K.K.A Magic Archer Goblinstein

Offensive cards

Win conditions

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

Skeleton Barrel 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.

Skeleton Barrel 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.

Skeleton Barrel Hog Rider P.E.K.K.A Magic Archer

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.

Skeleton Barrel Hog Rider Electro Dragon Magic Archer

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 Skeleton Barrel Hog Rider
Giant Snowball
Bats Skeleton Barrel Hog Rider Electro Dragon
Zap
Bats Skeleton Barrel
Barbarian Barrel
Skeleton Barrel Magic Archer
The Log
Skeleton Barrel Hog Rider
Earthquake
Hog Rider
Arrows
Bats Skeleton Barrel
Royal Delivery
Bats Skeleton Barrel Hog Rider Electro Dragon P.E.K.K.A Magic Archer
Fireball
Skeleton Barrel Hog Rider Electro Dragon Magic Archer
Poison
Bats Skeleton Barrel Electro Dragon Magic Archer
Lightning
Electro Dragon Magic Archer Goblinstein
Rocket
Hog Rider Electro Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon Magic Archer

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 Skeleton Barrel P.E.K.K.A

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Arrows Skeleton Barrel Hog Rider Magic Archer Electro Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

12 Bats Arrows Skeleton Barrel Hog Rider

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
Skeleton Barrel Hog Rider P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A Skeleton Barrel
Skeleton Barrel
Bats Arrows Hog Rider Magic Archer
Hog Rider
Bats Arrows Skeleton Barrel Magic Archer
Electro Dragon
P.E.K.K.A Magic Archer
P.E.K.K.A
Arrows Magic Archer Bats Electro Dragon
Magic Archer
P.E.K.K.A Skeleton Barrel Hog Rider Electro Dragon
Goblinstein

Defense Synergies 0 2

Bats
P.E.K.K.A
Arrows
P.E.K.K.A
Skeleton Barrel
Hog Rider
Electro Dragon
P.E.K.K.A
Bats Arrows
Magic Archer
Goblinstein

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.

Skeleton Barrel Electro Dragon Magic Archer
P.E.K.K.A Bats Electro Dragon
P.E.K.K.A Bats Electro Dragon
P.E.K.K.A Bats Electro Dragon
Arrows P.E.K.K.A
Arrows Bats Electro Dragon Magic Archer
Bats Arrows Electro Dragon Magic Archer
Arrows Skeleton Barrel Electro Dragon P.E.K.K.A Magic Archer
P.E.K.K.A
Bats Arrows Electro Dragon Magic Archer
Arrows Bats Electro Dragon Magic Archer
P.E.K.K.A Bats Electro Dragon
Bats Arrows Electro Dragon P.E.K.K.A Magic Archer
P.E.K.K.A
P.E.K.K.A
Bats Arrows Electro Dragon P.E.K.K.A
Arrows Bats Electro Dragon Magic Archer
Arrows Bats Electro Dragon Magic Archer
P.E.K.K.A
Bats Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A
Arrows Skeleton Barrel Electro Dragon Magic Archer
P.E.K.K.A Bats Electro Dragon
P.E.K.K.A Bats
P.E.K.K.A
Arrows Bats Skeleton Barrel Electro Dragon Magic Archer
P.E.K.K.A Bats
P.E.K.K.A
Electro Dragon P.E.K.K.A Bats Magic Archer
P.E.K.K.A
P.E.K.K.A Bats Electro Dragon
P.E.K.K.A Arrows
P.E.K.K.A
Electro Dragon Magic Archer
Electro Dragon Bats P.E.K.K.A Magic Archer
Bats Arrows Electro Dragon P.E.K.K.A Magic Archer
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.)

Skeleton Barrel Magic Archer Arrows Electro Dragon
Arrows Skeleton Barrel Electro Dragon Magic Archer
Arrows Skeleton Barrel Electro Dragon Magic Archer
Arrows Skeleton Barrel
Arrows Magic Archer
Arrows Bats Skeleton Barrel Electro Dragon Magic Archer
Arrows Magic Archer
Arrows Skeleton Barrel Electro Dragon Magic Archer
Arrows Skeleton Barrel Electro Dragon
Bats Electro Dragon
Arrows Skeleton Barrel Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
Skeleton Barrel Magic Archer
Arrows Skeleton Barrel Electro Dragon Magic Archer
Arrows Skeleton Barrel Magic Archer
Arrows Skeleton Barrel Electro Dragon Magic Archer
Magic Archer Arrows Skeleton Barrel Electro Dragon
Arrows
Bats
Arrows Skeleton Barrel Electro Dragon Magic Archer
Arrows Skeleton Barrel Electro Dragon Magic Archer
Magic Archer
Arrows
Arrows Skeleton Barrel Electro Dragon
Arrows Electro Dragon Magic Archer
Arrows Skeleton Barrel Electro Dragon Magic Archer
Arrows Skeleton Barrel Electro Dragon Magic Archer
Arrows Skeleton Barrel Magic Archer
Bats Arrows Electro Dragon Magic Archer
Electro Dragon Bats Skeleton Barrel
Arrows Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
P.E.K.K.A
Arrows Magic Archer
Skeleton Barrel Bats Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
Arrows
Electro Dragon Magic Archer
Arrows Skeleton Barrel Electro Dragon Magic Archer
Arrows
Electro Dragon P.E.K.K.A
Electro Dragon Bats Magic Archer
Bats Electro Dragon Magic Archer
Electro Dragon Skeleton Barrel Magic Archer
P.E.K.K.A
Electro Dragon

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