My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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

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 Lumberjack

Offensive cards

Win conditions

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

Royal Hogs Wall Breakers

Damage spells

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

Rage

Punishments

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

Royal Hogs Wall Breakers Lumberjack

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.

Royal Hogs Wall Breakers Lumberjack

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.

Royal Hogs Lumberjack

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 Hogs Wall Breakers Skeleton Army
Giant Snowball
Bats Royal Hogs Wall Breakers Skeleton Army Lumberjack
Zap
Bats Royal Hogs Wall Breakers Skeleton Army
Barbarian Barrel
Bomb Tower Royal Hogs Wall Breakers Skeleton Army Lumberjack
The Log
Royal Hogs Wall Breakers Skeleton Army Lumberjack
Earthquake
Bomb Tower Royal Hogs Skeleton Army
Arrows
Bats Royal Hogs Wall Breakers Skeleton Army
Royal Delivery
Bats Royal Hogs Wall Breakers Skeleton Army Lumberjack
Fireball
Bomb Tower Royal Hogs Wall Breakers Skeleton Army Lumberjack
Poison
Bats Bomb Tower Royal Hogs Skeleton Army
Lightning
Bomb Tower Lumberjack
Rocket
Bomb Tower Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower

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 Rage Skeleton Army

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Wall Breakers Rage Skeleton Army Bomb Tower Lumberjack Royal Hogs

Shortest cycle

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

6 Mirror Bats Wall Breakers Rage

Attack Synergies 0 8

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
Royal Hogs Wall Breakers Rage Lumberjack
Bomb Tower
Royal Hogs
Bats Lumberjack
Mirror
Wall Breakers Skeleton Army Lumberjack
Wall Breakers
Bats Mirror
Rage
Bats
Skeleton Army
Mirror
Lumberjack
Bats Royal Hogs Mirror

Defense Synergies 1 6

Bats
Bomb Tower Lumberjack
Bomb Tower
Bats Mirror Skeleton Army
Royal Hogs
Mirror
Skeleton Army Bomb Tower Lumberjack
Wall Breakers
Rage
Skeleton Army
Mirror Bomb Tower Lumberjack
Lumberjack
Bats Mirror 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.

Bomb Tower Skeleton Army Lumberjack Bats
Bomb Tower Skeleton Army Lumberjack Bats
Bomb Tower Skeleton Army Lumberjack Bats
Bomb Tower Skeleton Army Lumberjack
Skeleton Army Bats Bomb Tower Lumberjack
Bats Bomb Tower
Bomb Tower
Bomb Tower Skeleton Army Lumberjack
Skeleton Army Lumberjack
Bats Skeleton Army Bomb Tower Lumberjack
Bats
Bomb Tower Skeleton Army Lumberjack Bats
Bomb Tower Skeleton Army Bats Lumberjack
Skeleton Army Bomb Tower Lumberjack
Bomb Tower Skeleton Army Lumberjack
Bomb Tower Bats Skeleton Army Lumberjack
Bomb Tower Bats Skeleton Army Lumberjack
Bomb Tower Bats Lumberjack
Bomb Tower Lumberjack
Skeleton Army Bats Bomb Tower Lumberjack
Bomb Tower

Counters to secondary win conditions

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

Skeleton Army Lumberjack
Bomb Tower Lumberjack
Skeleton Army Lumberjack Bats Bomb Tower
Skeleton Army Lumberjack Bats
Skeleton Army Lumberjack
Bats Bomb Tower
Skeleton Army Bats Bomb Tower Lumberjack
Bomb Tower Skeleton Army Lumberjack
Bats Bomb Tower Skeleton Army
Skeleton Army
Bats Bomb Tower Lumberjack
Skeleton Army
Skeleton Army Bomb Tower Lumberjack
Bomb Tower Skeleton Army
Skeleton Army Bats Bomb Tower Lumberjack
Bats Bomb Tower
Bomb Tower

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.)

Bats
Bats Lumberjack
Bats
Bats
Bats
Bats Skeleton Army
Lumberjack
Bats
Bats

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