My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Wizard

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.

Skeletons Bats Archers Knight Wizard

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.

The Log

Punishments

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

Elite Barbarians 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.

Knight Elite Barbarians Hog 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.

Elite Barbarians Hog 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
Skeletons Bats Archers Elite Barbarians Hog Rider
Giant Snowball
Skeletons Bats Archers Hog Rider
Zap
Skeletons Bats Archers
Barbarian Barrel
Skeletons Archers Knight Elite Barbarians Wizard
The Log
Skeletons Archers Elite Barbarians Hog Rider
Earthquake
Skeletons Archers Hog Rider
Arrows
Skeletons Bats Archers
Royal Delivery
Skeletons Bats Archers Knight Elite Barbarians Hog Rider Wizard
Fireball
Archers Elite Barbarians Hog Rider Wizard
Poison
Bats Archers Wizard
Lightning
Knight Elite Barbarians Wizard
Rocket
Elite Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log

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 Knight

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.

Elite Barbarians

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats The Log Archers Knight Hog Rider Wizard Elite Barbarians

Shortest cycle

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

8 Skeletons Bats The Log Archers

Attack Synergies 5 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.

Skeletons
Bats
Knight Hog Rider Elite Barbarians
Archers
Knight Elite Barbarians Hog Rider
Knight
Bats Archers Hog Rider Elite Barbarians Wizard The Log
Elite Barbarians
Bats Archers Knight Hog Rider Wizard The Log
Hog Rider
Bats Knight The Log Archers Elite Barbarians Wizard
Wizard
Knight Elite Barbarians Hog Rider
The Log
Hog Rider Knight Elite Barbarians

Defense Synergies 2 13

Skeletons
Bats Archers Knight Elite Barbarians Wizard The Log
Bats
Knight Skeletons The Log
Archers
Knight Skeletons The Log
Knight
Bats Archers Skeletons Wizard The Log
Elite Barbarians
Skeletons Wizard The Log
Hog Rider
Wizard
Skeletons Knight Elite Barbarians The Log
The Log
Skeletons Bats Archers Knight Elite Barbarians Wizard

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.

Knight Wizard The Log
Elite Barbarians Skeletons Bats Knight The Log
Skeletons Bats Archers Knight Elite Barbarians
Elite Barbarians Skeletons Bats Knight
Elite Barbarians The Log
The Log Skeletons Bats Archers
Bats Archers Wizard
The Log
Skeletons Elite Barbarians
Knight Elite Barbarians Skeletons Archers
Bats Archers Skeletons Knight Wizard The Log
Bats Archers Wizard
Skeletons Bats Knight Elite Barbarians Wizard The Log
Wizard Bats The Log
Elite Barbarians Knight
Elite Barbarians The Log
Wizard Skeletons Bats Knight Elite Barbarians
Bats Archers Knight Elite Barbarians Wizard The Log
Wizard The Log Bats Archers Knight
Elite Barbarians
Wizard Bats Archers Knight Elite Barbarians The Log
Elite Barbarians

Counters to secondary win conditions

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

Knight Skeletons Archers Elite Barbarians
Archers Knight Elite Barbarians Wizard The Log
Skeletons Bats Knight Elite Barbarians The Log
Bats Knight Elite Barbarians The Log
Skeletons Knight Elite Barbarians
Wizard Skeletons Bats Archers
Skeletons Bats Archers Knight Elite Barbarians
Knight Elite Barbarians
Skeletons Bats Knight Elite Barbarians The Log
Skeletons
Bats Knight Elite Barbarians
Elite Barbarians The Log
Elite Barbarians Skeletons Knight Wizard
Wizard Archers
Elite Barbarians Skeletons Bats Archers Knight The Log
Bats Archers Elite Barbarians Wizard The Log

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.)

Knight The Log
The Log
The Log
Knight The Log
Wizard The Log
Wizard Bats
Archers Wizard The Log
The Log Wizard
The Log Wizard
Bats Elite Barbarians
Knight Wizard The Log
Archers Wizard
Knight Elite Barbarians The Log
Elite Barbarians The Log
Wizard The Log
Wizard The Log
Bats
Archers Wizard The Log
Wizard The Log
The Log
Wizard
The Log
The Log
The Log Wizard
The Log Wizard
Wizard The Log
The Log
Elite Barbarians Bats Archers Wizard
Bats Wizard
Elite Barbarians
Wizard The Log
Wizard The Log
Bats Archers
Archers Wizard
The Log
Knight Wizard
The Log Wizard
Elite Barbarians
Bats Elite Barbarians The Log
Bats
The Log
Wizard

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