My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Ice 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.

Spear Goblins Bomber Bats Giant Skeleton Ice 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.

Arrows 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.

Spear Goblins 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
Spear Goblins Bomber Bats Hog Rider Giant Skeleton
Giant Snowball
Spear Goblins Bomber Bats Hog Rider
Zap
Spear Goblins Bomber Bats
Barbarian Barrel
Spear Goblins Bomber Giant Skeleton Ice Wizard
The Log
Spear Goblins Bomber Hog Rider Giant Skeleton
Earthquake
Spear Goblins Bomber Hog Rider
Arrows
Spear Goblins Bomber Bats
Royal Delivery
Spear Goblins Bomber Bats Hog Rider Giant Skeleton Ice Wizard
Fireball
Bomber Hog Rider Ice Wizard
Poison
Spear Goblins Bomber Bats Ice Wizard
Lightning
Ice Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows The Log Ice Wizard

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.

Spear Goblins Bats Arrows Giant Skeleton Ice Wizard

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.

Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bomber Bats The Log Arrows Ice Wizard Hog Rider Giant Skeleton

Shortest cycle

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

8 Spear Goblins Bomber Bats The Log

Attack Synergies 5 8

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.

Spear Goblins
Hog Rider Giant Skeleton
Bomber
Bats Hog Rider Giant Skeleton
Bats
Hog Rider Giant Skeleton Bomber
Arrows
Hog Rider Giant Skeleton
Hog Rider
Spear Goblins Bats Arrows The Log Bomber Giant Skeleton
Giant Skeleton
Bats Spear Goblins Bomber Arrows Hog Rider The Log Ice Wizard
The Log
Hog Rider Giant Skeleton
Ice Wizard
Giant Skeleton

Defense Synergies 0 15

Spear Goblins
Bats Arrows Giant Skeleton The Log Ice Wizard
Bomber
Bats The Log
Bats
Spear Goblins Bomber Giant Skeleton The Log Ice Wizard
Arrows
Spear Goblins Giant Skeleton Ice Wizard
Hog Rider
Giant Skeleton
Spear Goblins Bats Arrows The Log Ice Wizard
The Log
Spear Goblins Bomber Bats Giant Skeleton Ice Wizard
Ice Wizard
Spear Goblins Bats Arrows Giant Skeleton The Log

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.

Spear Goblins Bomber The Log
Bats The Log Ice Wizard
Bomber Bats Giant Skeleton Ice Wizard
Bats Ice Wizard
Bomber Arrows Giant Skeleton The Log
Arrows The Log Spear Goblins Bomber Bats Ice Wizard
Bats Spear Goblins Arrows Ice Wizard
Arrows Giant Skeleton The Log
Ice Wizard
Spear Goblins Bomber Giant Skeleton Ice Wizard
Bats Ice Wizard Spear Goblins Bomber Arrows Giant Skeleton The Log
Arrows Spear Goblins Bats Ice Wizard
Bomber Bats Giant Skeleton The Log Ice Wizard
Bomber Bats Arrows The Log
The Log
Bomber Bats Arrows
Arrows Spear Goblins Bomber Bats The Log Ice Wizard
Arrows The Log Spear Goblins Bomber Bats Giant Skeleton Ice Wizard
Bomber Spear Goblins Bats Arrows Giant Skeleton The Log

Counters to secondary win conditions

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

Spear Goblins Giant Skeleton
Bomber Arrows The Log
Giant Skeleton Spear Goblins Bats The Log
Giant Skeleton Bats The Log
Giant Skeleton
Arrows Bats Ice Wizard
Spear Goblins Bats Giant Skeleton Ice Wizard
Giant Skeleton
Giant Skeleton Spear Goblins Bats The Log
Bats Giant Skeleton
Arrows Giant Skeleton The Log
Giant Skeleton
Bomber
Spear Goblins Bomber Bats Giant Skeleton The Log
Bats Arrows Bomber Giant Skeleton The Log Ice Wizard
Bomber Arrows Ice Wizard

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.)

Arrows Giant Skeleton The Log
Arrows The Log Ice Wizard
Arrows Giant Skeleton The Log
Arrows Giant Skeleton The Log
Bomber Arrows The Log
Arrows Spear Goblins Bats Ice Wizard
Bomber Arrows The Log
Arrows The Log Ice Wizard
Arrows The Log
Bats
Arrows The Log
Arrows
The Log
Arrows
Arrows The Log
Spear Goblins Bomber Arrows The Log
Arrows The Log
Arrows
Bomber Bats
Bomber Arrows The Log
Bomber Arrows The Log
Giant Skeleton The Log
Arrows
The Log
Arrows The Log
Arrows The Log Bomber Ice Wizard
Arrows The Log Ice Wizard
Arrows The Log
Arrows The Log
Bats Arrows Ice Wizard
Bats
Bomber Arrows The Log
Arrows
Giant Skeleton
Arrows The Log
Spear Goblins Bats
Arrows Ice Wizard
Arrows The Log
Arrows The Log Bomber
Arrows Giant Skeleton
Bats Giant Skeleton The Log
Bats
Giant Skeleton The Log

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