My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Flying Machine Wizard

Defensive buildings

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

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 Flying Machine Wizard Balloon Giant Skeleton

Offensive cards

Win conditions

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

Hog Rider Balloon

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 Balloon

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.

Flying Machine Hog Rider Balloon Giant Skeleton

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 Balloon Giant Skeleton

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 Guards Balloon Giant Skeleton
Giant Snowball
Bats Flying Machine Hog Rider Guards Balloon
Zap
Bats Flying Machine Guards Balloon
Barbarian Barrel
Bomb Tower Wizard Guards Giant Skeleton
The Log
Hog Rider Guards Giant Skeleton
Earthquake
Bomb Tower Hog Rider Guards
Arrows
Bats Flying Machine Guards
Royal Delivery
Bats Flying Machine Hog Rider Wizard Guards Balloon Giant Skeleton
Fireball
Bomb Tower Flying Machine Hog Rider Wizard Balloon
Poison
Bats Bomb Tower Flying Machine Wizard Guards Balloon
Lightning
Bomb Tower Wizard Balloon
Rocket
Bomb Tower Hog Rider Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Wizard

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 Guards Giant Skeleton

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.

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 Guards Bomb Tower Flying Machine Hog Rider Wizard Balloon Giant Skeleton

Shortest cycle

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

13 Bats Guards Bomb Tower Flying Machine

Attack Synergies 3 11

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 Balloon Giant Skeleton Flying Machine
Bomb Tower
Flying Machine
Bats Hog Rider Balloon Giant Skeleton
Hog Rider
Bats Flying Machine Wizard Guards Balloon Giant Skeleton
Wizard
Hog Rider Balloon Giant Skeleton
Guards
Hog Rider
Balloon
Bats Flying Machine Hog Rider Wizard Giant Skeleton
Giant Skeleton
Bats Flying Machine Hog Rider Wizard Balloon

Defense Synergies 0 7

Bats
Bomb Tower Giant Skeleton
Bomb Tower
Bats
Flying Machine
Guards Giant Skeleton
Hog Rider
Wizard
Guards Giant Skeleton
Guards
Flying Machine Wizard Giant Skeleton
Balloon
Giant Skeleton
Bats Flying Machine Wizard Guards

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.

Flying Machine Wizard
Bomb Tower Bats Flying Machine
Bomb Tower Bats Giant Skeleton
Bomb Tower Bats Guards
Bomb Tower Giant Skeleton
Bats Bomb Tower Flying Machine Guards
Bats Bomb Tower Flying Machine Wizard
Bomb Tower Flying Machine Giant Skeleton
Bomb Tower
Guards Giant Skeleton
Bats Guards Bomb Tower Flying Machine Wizard Giant Skeleton
Bats Flying Machine Wizard
Bomb Tower Bats Flying Machine Wizard Guards Giant Skeleton
Bomb Tower Wizard Bats Guards
Bomb Tower
Bomb Tower
Bomb Tower Wizard Bats
Bomb Tower Bats Flying Machine Wizard Guards
Bomb Tower Wizard Bats Flying Machine Guards Giant Skeleton
Bomb Tower
Wizard Bats Bomb Tower Flying Machine Guards Giant Skeleton

Counters to secondary win conditions

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

Guards Giant Skeleton
Bomb Tower Flying Machine Wizard
Guards Giant Skeleton Bats Bomb Tower
Guards Giant Skeleton Bats
Giant Skeleton Guards
Wizard Bats Bomb Tower Flying Machine
Guards Bats Bomb Tower Flying Machine Giant Skeleton
Giant Skeleton Bomb Tower
Giant Skeleton Bats Bomb Tower Flying Machine
Guards
Bats Bomb Tower Flying Machine Guards Giant Skeleton
Guards Giant Skeleton
Giant Skeleton Bomb Tower Wizard Guards
Wizard Bomb Tower Flying Machine
Guards Bats Bomb Tower Flying Machine Giant Skeleton
Bats Bomb Tower Flying Machine Wizard Giant Skeleton

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.)

Flying Machine Guards Giant Skeleton
Flying Machine
Flying Machine Giant Skeleton
Flying Machine Guards Giant Skeleton
Wizard
Wizard Bats Flying Machine
Flying Machine Wizard
Flying Machine Wizard
Flying Machine Wizard
Bats Guards
Flying Machine Wizard
Flying Machine Wizard
Flying Machine
Flying Machine
Flying Machine
Flying Machine Wizard
Flying Machine Wizard
Bats
Flying Machine Wizard
Flying Machine Wizard
Giant Skeleton
Wizard
Flying Machine
Wizard
Flying Machine Wizard
Flying Machine Wizard
Bats Flying Machine Wizard
Bats Flying Machine Wizard Guards
Wizard
Giant Skeleton
Wizard
Bats Flying Machine Guards
Flying Machine Wizard
Flying Machine Wizard
Flying Machine Wizard
Giant Skeleton
Flying Machine
Bats Flying Machine Guards Giant Skeleton
Bats Flying Machine
Flying Machine Giant Skeleton

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