My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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 Inferno Tower

Defensive buildings

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

Bomb Tower Inferno 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 Battle Ram Dark Prince

Offensive cards

Win conditions

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

Battle Ram Hog Rider Royal Hogs

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.

Battle Ram Hog Rider 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.

Battle Ram Hog Rider 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.

Hog Rider 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 Battle Ram Hog Rider Royal Hogs Skeleton Army Dark Prince
Giant Snowball
Bats Battle Ram Hog Rider Royal Hogs Skeleton Army
Zap
Bats Battle Ram Inferno Tower Royal Hogs Skeleton Army Dark Prince
Barbarian Barrel
Battle Ram Bomb Tower Inferno Tower Royal Hogs Skeleton Army Dark Prince
The Log
Battle Ram Hog Rider Royal Hogs Skeleton Army Dark Prince
Earthquake
Bomb Tower Hog Rider Inferno Tower Royal Hogs Skeleton Army
Arrows
Bats Royal Hogs Skeleton Army
Royal Delivery
Bats Battle Ram Hog Rider Royal Hogs Skeleton Army Dark Prince
Fireball
Battle Ram Bomb Tower Hog Rider Inferno Tower Royal Hogs Skeleton Army
Poison
Bats Bomb Tower Inferno Tower Royal Hogs Skeleton Army
Lightning
Battle Ram Bomb Tower Inferno Tower Dark Prince
Rocket
Bomb Tower Hog Rider Inferno 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 Dark Prince

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 Battle Ram Inferno Tower 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

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 Skeleton Army Battle Ram Bomb Tower Hog Rider Dark Prince Inferno Tower Royal Hogs

Shortest cycle

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

13 Bats Skeleton Army Battle Ram Bomb Tower

Attack Synergies 1 6

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 Battle Ram Royal Hogs Dark Prince
Battle Ram
Bats Royal Hogs
Bomb Tower
Hog Rider
Bats Dark Prince
Inferno Tower
Royal Hogs
Bats Battle Ram Dark Prince
Skeleton Army
Dark Prince
Bats Hog Rider Royal Hogs

Defense Synergies 1 5

Bats
Bomb Tower Inferno Tower Dark Prince
Battle Ram
Bomb Tower
Bats Skeleton Army
Hog Rider
Inferno Tower
Skeleton Army Bats Dark Prince
Royal Hogs
Skeleton Army
Inferno Tower Bomb Tower
Dark Prince
Bats Inferno Tower

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.

Inferno Tower
Bomb Tower Inferno Tower Skeleton Army Bats Dark Prince
Bomb Tower Inferno Tower Skeleton Army Bats Dark Prince
Bomb Tower Inferno Tower Skeleton Army Bats Dark Prince
Bomb Tower Skeleton Army Dark Prince
Skeleton Army Bats Bomb Tower Dark Prince
Bats Inferno Tower Bomb Tower
Bomb Tower Inferno Tower
Inferno Tower Bomb Tower Skeleton Army
Skeleton Army Inferno Tower Dark Prince
Bats Skeleton Army Bomb Tower Dark Prince
Inferno Tower Bats
Bomb Tower Inferno Tower Skeleton Army Bats Dark Prince
Bomb Tower Skeleton Army Bats Dark Prince
Inferno Tower Skeleton Army Bomb Tower
Bomb Tower Inferno Tower Skeleton Army
Bomb Tower Bats Inferno Tower Skeleton Army Dark Prince
Bomb Tower Bats Skeleton Army Dark Prince
Bomb Tower Bats Dark Prince
Bomb Tower Inferno Tower
Skeleton Army Dark Prince Bats Bomb Tower
Bomb Tower

Counters to secondary win conditions

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

Skeleton Army Inferno Tower Dark Prince
Bomb Tower
Skeleton Army Bats Bomb Tower Inferno Tower Dark Prince
Skeleton Army Dark Prince Bats Inferno Tower
Inferno Tower Skeleton Army Dark Prince
Bats Bomb Tower
Skeleton Army Dark Prince Bats Bomb Tower Inferno Tower
Inferno Tower Bomb Tower Skeleton Army Dark Prince
Bats Bomb Tower Inferno Tower Skeleton Army Dark Prince
Inferno Tower Skeleton Army
Bats Bomb Tower Inferno Tower Dark Prince
Skeleton Army Dark Prince
Skeleton Army Dark Prince Bomb Tower Inferno Tower
Bomb Tower Skeleton Army
Inferno Tower Skeleton Army Bats Bomb Tower Dark Prince
Bats Bomb Tower Inferno Tower Dark Prince
Bomb Tower Inferno 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.)

Dark Prince
Dark Prince
Bats
Bats
Dark Prince
Bats
Dark Prince
Dark Prince
Bats
Bats
Bats Skeleton Army Dark Prince
Dark Prince
Dark Prince
Bats
Bats
Dark Prince

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