My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Zappies 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 Zappies Wizard Dark Prince

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

The Log

Punishments

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

Royal Hogs Dark Prince

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 Dark Prince

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 Dark Prince

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 Skeleton Army Dark Prince
Giant Snowball
Bats Zappies Royal Hogs Skeleton Army
Zap
Bats Zappies Royal Hogs Skeleton Army Dark Prince
Barbarian Barrel
Bomb Tower Zappies Wizard Royal Hogs Skeleton Army Dark Prince
The Log
Zappies Royal Hogs Skeleton Army Dark Prince
Earthquake
Bomb Tower Zappies Royal Hogs Skeleton Army
Arrows
Bats Zappies Royal Hogs Skeleton Army
Royal Delivery
Bats Zappies Wizard Royal Hogs Skeleton Army Dark Prince
Fireball
Bomb Tower Zappies Wizard Royal Hogs Skeleton Army
Poison
Bats Bomb Tower Zappies Wizard Royal Hogs Skeleton Army
Lightning
Bomb Tower Wizard Dark Prince
Rocket
Bomb Tower Wizard Royal Hogs

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 Dark Prince The Log

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 Skeleton Army Dark Prince

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.

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 The Log Skeleton Army Bomb Tower Zappies Dark Prince Wizard Royal Hogs

Shortest cycle

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

11 Bats The Log Skeleton Army Bomb Tower

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 Dark Prince
Bomb Tower
Zappies
Royal Hogs Dark Prince
Wizard
Royal Hogs Dark Prince
Royal Hogs
Bats Zappies Wizard Dark Prince The Log
Skeleton Army
Dark Prince
Bats Zappies Wizard Royal Hogs
The Log
Royal Hogs

Defense Synergies 1 12

Bats
Bomb Tower Zappies Dark Prince The Log
Bomb Tower
The Log Bats Skeleton Army
Zappies
Bats Skeleton Army The Log
Wizard
Skeleton Army Dark Prince The Log
Royal Hogs
Skeleton Army
Bomb Tower Zappies Wizard The Log
Dark Prince
Bats Wizard The Log
The Log
Bomb Tower Bats Zappies Wizard Skeleton Army Dark Prince

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.

Zappies Wizard The Log
Bomb Tower Skeleton Army Bats Zappies Dark Prince The Log
Bomb Tower Skeleton Army Bats Zappies Dark Prince
Bomb Tower Skeleton Army Bats Zappies Dark Prince
Bomb Tower Skeleton Army Dark Prince The Log
Skeleton Army The Log Bats Bomb Tower Zappies Dark Prince
Bats Bomb Tower Zappies Wizard
Bomb Tower The Log
Zappies Bomb Tower Skeleton Army
Skeleton Army Zappies Dark Prince
Bats Skeleton Army Bomb Tower Zappies Wizard Dark Prince The Log
Bats Zappies Wizard
Bomb Tower Skeleton Army Bats Zappies Wizard Dark Prince The Log
Bomb Tower Wizard Skeleton Army Bats Zappies Dark Prince The Log
Skeleton Army Bomb Tower Zappies
Bomb Tower Skeleton Army Zappies The Log
Bomb Tower Wizard Bats Zappies Skeleton Army Dark Prince
Bomb Tower Bats Zappies Wizard Skeleton Army Dark Prince The Log
Bomb Tower Wizard The Log Bats Zappies Dark Prince
Bomb Tower Zappies
Wizard Skeleton Army Dark Prince Bats Bomb Tower Zappies The Log
Bomb Tower Zappies Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Zappies Dark Prince
Bomb Tower Wizard The Log
Zappies Skeleton Army Bats Bomb Tower Dark Prince The Log
Skeleton Army Dark Prince Bats Zappies The Log
Zappies Skeleton Army Dark Prince
Wizard Bats Bomb Tower Zappies
Skeleton Army Dark Prince Bats Bomb Tower Zappies
Bomb Tower Zappies Skeleton Army Dark Prince
Bats Bomb Tower Zappies Skeleton Army Dark Prince The Log
Zappies Skeleton Army
Bats Bomb Tower Zappies Dark Prince
Skeleton Army Dark Prince The Log
Skeleton Army Dark Prince Bomb Tower Zappies Wizard
Wizard Bomb Tower Zappies Skeleton Army
Zappies Skeleton Army Bats Bomb Tower Dark Prince The Log
Bats Bomb Tower Zappies Wizard Dark Prince The Log
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.)

The Log
The Log
The Log
Dark Prince The Log
Wizard Dark Prince The Log
Wizard Bats
Wizard The Log
The Log Wizard
The Log Wizard
Bats
Wizard Dark Prince The Log
Wizard
The Log
The Log
Wizard The Log
Wizard The Log
Bats
Wizard Dark Prince The Log
Wizard The Log
The Log
Wizard
The Log
The Log
The Log Wizard Dark Prince
The Log Wizard
Wizard The Log
The Log
Bats Wizard
Bats Zappies Wizard
Wizard The Log
Zappies
Wizard The Log
Bats Zappies Skeleton Army Dark Prince
Zappies Wizard
The Log
Wizard Dark Prince
The Log Wizard
Dark Prince
Bats Zappies The Log
Bats Zappies
Dark Prince The Log
Wizard

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