My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Mediocre
Versatility
Good
F2P score
Mediocre

2 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!
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 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 Archers

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.

Bomber Bats Archers Giant Skeleton Goblinstein

Offensive cards

Win conditions

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

Hog Rider

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.

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.

Hog Rider 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 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
Bomber Bats Archers Hog Rider Giant Skeleton
Giant Snowball
Bomber Bats Archers Hog Rider
Zap
Bomber Bats Archers
Barbarian Barrel
Bomber Archers Giant Skeleton
The Log
Bomber Archers Hog Rider Giant Skeleton
Earthquake
Bomber Archers Hog Rider
Arrows
Bomber Bats Archers
Royal Delivery
Bomber Bats Archers Hog Rider Giant Skeleton
Fireball
Bomber Archers Hog Rider
Poison
Bomber Bats Archers
Lightning
Goblinstein
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber

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 Rage Giant Skeleton

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.

Mirror Bomber Bats Rage Archers Hog Rider Goblinstein Giant Skeleton

Shortest cycle

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

6 Mirror Bomber Bats Rage

Attack Synergies 3 10

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.

Bomber
Bats Hog Rider Giant Skeleton
Bats
Hog Rider Giant Skeleton Bomber Rage
Archers
Hog Rider Giant Skeleton
Hog Rider
Bats Rage Bomber Archers Mirror Giant Skeleton
Mirror
Hog Rider Giant Skeleton
Rage
Hog Rider Bats Giant Skeleton
Giant Skeleton
Bats Bomber Archers Hog Rider Mirror Rage
Goblinstein

Defense Synergies 0 3

Bomber
Bats
Bats
Bomber Giant Skeleton
Archers
Giant Skeleton
Hog Rider
Mirror
Rage
Giant Skeleton
Bats Archers
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.

Bomber
Bats
Bomber Bats Archers Giant Skeleton
Bats
Bomber Giant Skeleton
Bomber Bats Archers
Bats Archers
Giant Skeleton
Bomber Archers Giant Skeleton
Bats Archers Bomber Giant Skeleton
Bats Archers
Bomber Bats Giant Skeleton
Bomber Bats
Bomber Bats
Bomber Bats Archers
Bomber Bats Archers Giant Skeleton
Bomber Bats Archers Giant Skeleton

Counters to secondary win conditions

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

Archers Giant Skeleton
Bomber Archers
Giant Skeleton Bats
Giant Skeleton Bats
Giant Skeleton
Bats Archers
Bats Archers Giant Skeleton
Giant Skeleton
Giant Skeleton Bats
Bats Giant Skeleton
Giant Skeleton
Giant Skeleton
Bomber Archers
Bomber Bats Archers Giant Skeleton
Bats Bomber Archers Giant Skeleton
Bomber

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.)

Giant Skeleton
Giant Skeleton
Giant Skeleton
Bomber
Bats
Bomber Archers
Bats
Archers
Bomber
Bomber Bats
Bomber Archers
Bomber
Giant Skeleton
Bomber
Bats Archers
Bats
Bomber
Giant Skeleton
Bats Archers
Archers
Bomber
Giant Skeleton
Bats Giant Skeleton
Bats
Giant Skeleton

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