My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground 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 Tesla Ram Rider

Defensive buildings

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

Cannon Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tesla Ram Rider

Offensive cards

Win conditions

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

Hog Rider Royal Hogs Wall Breakers Ram Rider

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 Royal Hogs Wall Breakers Ram 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 Royal Hogs Wall Breakers Ram Rider

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 Ram Rider

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 Royal Hogs Wall Breakers Skeleton Army Ram Rider
Giant Snowball
Bats Cannon Hog Rider Royal Hogs Wall Breakers Skeleton Army Ram Rider
Zap
Bats Cannon Royal Hogs Wall Breakers Skeleton Army Ram Rider
Barbarian Barrel
Cannon Tesla Royal Hogs Wall Breakers Skeleton Army
The Log
Cannon Hog Rider Royal Hogs Wall Breakers Skeleton Army Ram Rider
Earthquake
Cannon Tesla Hog Rider Royal Hogs Skeleton Army
Arrows
Bats Royal Hogs Wall Breakers Skeleton Army
Royal Delivery
Bats Hog Rider Royal Hogs Wall Breakers Skeleton Army Ram Rider
Fireball
Cannon Tesla Hog Rider Royal Hogs Wall Breakers Skeleton Army Ram Rider
Poison
Bats Cannon Royal Hogs Skeleton Army
Lightning
Cannon Tesla Ram Rider
Rocket
Hog Rider Royal Hogs Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Wall Breakers Cannon Skeleton Army Tesla Hog Rider Royal Hogs Ram Rider

Shortest cycle

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

10 Bats Wall Breakers Cannon Skeleton Army

Attack Synergies 1 3

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 Royal Hogs Wall Breakers Ram Rider
Cannon
Tesla
Hog Rider
Bats
Royal Hogs
Bats
Wall Breakers
Bats
Skeleton Army
Ram Rider
Bats

Defense Synergies 0 4

Bats
Cannon Tesla
Cannon
Bats Skeleton Army
Tesla
Bats Skeleton Army
Hog Rider
Royal Hogs
Wall Breakers
Skeleton Army
Cannon Tesla
Ram Rider

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.

Cannon Tesla Ram Rider
Skeleton Army Bats Cannon Tesla Ram Rider
Cannon Tesla Skeleton Army Ram Rider Bats
Cannon Tesla Skeleton Army Bats Ram Rider
Skeleton Army
Skeleton Army Bats Cannon Tesla
Bats Tesla Ram Rider Cannon
Cannon Tesla Ram Rider
Cannon Tesla Skeleton Army
Skeleton Army Cannon Tesla
Bats Skeleton Army Cannon Tesla Ram Rider
Tesla Bats Ram Rider
Cannon Tesla Skeleton Army Bats Ram Rider
Skeleton Army Bats Cannon Tesla
Skeleton Army Cannon Tesla Ram Rider
Skeleton Army Cannon Tesla Ram Rider
Tesla Bats Cannon Skeleton Army
Cannon Tesla Bats Skeleton Army Ram Rider
Bats Cannon Tesla Ram Rider
Cannon Tesla Ram Rider
Skeleton Army Bats Cannon Tesla
Cannon Tesla

Counters to secondary win conditions

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

Skeleton Army Tesla
Tesla
Skeleton Army Bats Ram Rider
Skeleton Army Bats Tesla Ram Rider
Cannon Tesla Skeleton Army Ram Rider
Bats Tesla Ram Rider
Skeleton Army Bats Tesla Ram Rider
Tesla Skeleton Army
Bats Skeleton Army
Cannon Tesla Skeleton Army
Bats Tesla
Skeleton Army
Skeleton Army Cannon Tesla Ram Rider
Cannon Tesla Skeleton Army
Tesla Skeleton Army Bats
Bats Cannon Tesla
Cannon

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.)

Ram Rider
Bats Ram Rider
Ram Rider
Ram Rider
Bats
Ram Rider
Bats
Ram Rider
Ram Rider
Bats
Bats
Bats Skeleton Army
Ram Rider
Bats
Bats

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