My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Mega Minion

Defensive buildings

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

Cannon

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 Mega Minion

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.

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.

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.

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 Hog Rider Guards
Giant Snowball
Skeletons Bats Cannon Barbarians Mega Minion Hog Rider Guards
Zap
Skeletons Bats Cannon Guards
Barbarian Barrel
Skeletons Cannon Barbarians Guards
The Log
Skeletons Cannon Barbarians Hog Rider Guards
Earthquake
Skeletons Cannon Barbarians Hog Rider Guards
Arrows
Skeletons Bats Guards
Royal Delivery
Skeletons Bats Barbarians Mega Minion Hog Rider Guards
Fireball
Cannon Barbarians Mega Minion Hog Rider
Poison
Bats Cannon Barbarians Mega Minion Guards
Lightning
Cannon Mega Minion
Rocket
Barbarians 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.

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 Mega Minion Guards

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.

Barbarians

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 Cannon Mega Minion Guards Hog Rider Barbarians

Shortest cycle

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

8 Skeletons Bats The Log Cannon

Attack Synergies 2 4

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
Hog Rider Mega Minion
Cannon
Barbarians
Hog Rider
Mega Minion
Bats
Hog Rider
Bats The Log Barbarians Guards
Guards
Hog Rider The Log
The Log
Hog Rider Guards

Defense Synergies 2 10

Skeletons
Cannon Bats Mega Minion The Log
Bats
Skeletons Cannon The Log
Cannon
Skeletons The Log Bats Mega Minion Guards
Barbarians
Mega Minion
Skeletons Cannon Guards The Log
Hog Rider
Guards
Cannon Mega Minion The Log
The Log
Cannon Skeletons Bats Mega Minion Guards

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 Mega Minion The Log
Barbarians Skeletons Bats Cannon Mega Minion The Log
Cannon Barbarians Skeletons Bats Mega Minion
Cannon Barbarians Skeletons Bats Mega Minion Guards
Barbarians The Log
The Log Skeletons Bats Cannon Mega Minion Guards
Bats Mega Minion Cannon
Cannon Barbarians The Log
Cannon Barbarians Skeletons
Guards Skeletons Cannon Barbarians
Bats Barbarians Guards Skeletons Cannon Mega Minion The Log
Mega Minion Bats
Cannon Barbarians Skeletons Bats Guards The Log
Bats Cannon Barbarians Mega Minion Guards The Log
Barbarians Cannon
Barbarians Cannon The Log
Barbarians Skeletons Bats Cannon
Cannon Bats Barbarians Mega Minion Guards The Log
The Log Bats Cannon Barbarians Mega Minion Guards
Barbarians Cannon
Bats Cannon Barbarians Guards The Log

Counters to secondary win conditions

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

Barbarians Guards Skeletons
Mega Minion The Log
Barbarians Guards Skeletons Bats The Log
Guards Bats Barbarians The Log
Barbarians Skeletons Cannon Guards
Skeletons Bats
Guards Skeletons Bats Barbarians Mega Minion
Barbarians
Skeletons Bats Barbarians Mega Minion The Log
Skeletons Cannon Barbarians Mega Minion Guards
Bats Barbarians Mega Minion Guards
Barbarians Guards The Log
Barbarians Skeletons Cannon Guards
Cannon Barbarians
Barbarians Guards Skeletons Bats Mega Minion The Log
Bats Cannon Barbarians Mega Minion The Log
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.)

Guards The Log
The Log
The Log
Barbarians Guards The Log
The Log
Bats Mega Minion
The Log
The Log
The Log
Bats Guards
The Log
The Log
The Log
The Log
The Log
Bats
Mega Minion The Log
The Log
The Log
The Log
Barbarians The Log
The Log
Mega Minion
The Log
The Log
The Log
Bats
Bats Mega Minion Guards
Mega Minion
The Log
The Log
Bats Barbarians Guards
Mega Minion
The Log
Mega Minion
The Log
Mega Minion
Bats Guards The Log
Bats
The Log

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