My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
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.

Bats Goblin Hut

Defensive buildings

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

Goblin Hut

Investments

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

Bats Royal Giant Goblin Hut

Offensive cards

Win conditions

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

Royal Giant Royal Hogs

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.

Royal Giant Royal Hogs

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.

Royal Giant Royal Hogs

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.

Royal Hogs

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 Royal Giant Royal Hogs Guards Skeleton Army
Giant Snowball
Bats Goblin Hut Royal Hogs Guards Skeleton Army
Zap
Bats Royal Giant Goblin Hut Royal Hogs Guards Skeleton Army
Barbarian Barrel
Goblin Hut Royal Hogs Guards Skeleton Army
The Log
Royal Giant Goblin Hut Royal Hogs Guards Skeleton Army
Earthquake
Goblin Hut Royal Hogs Guards Skeleton Army
Arrows
Bats Goblin Hut Royal Hogs Guards Skeleton Army
Royal Delivery
Bats Goblin Hut Royal Hogs Guards Skeleton Army
Fireball
Goblin Hut Royal Hogs Skeleton Army
Poison
Bats Goblin Hut Royal Hogs Guards Skeleton Army
Lightning
Goblin Hut
Rocket
Goblin Hut Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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 Arrows Guards 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.

Royal Giant 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 The Log Arrows Guards Skeleton Army Goblin Hut Royal Hogs Royal Giant

Shortest cycle

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

10 Bats The Log Arrows Guards

Attack Synergies 3 9

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
Royal Giant Royal Hogs
Arrows
Royal Giant Royal Hogs
Royal Giant
Bats Arrows Goblin Hut Guards The Log
Goblin Hut
Royal Giant Royal Hogs The Log
Royal Hogs
Arrows Bats Goblin Hut Guards The Log
Guards
Royal Giant Royal Hogs The Log
Skeleton Army
The Log
Royal Giant Goblin Hut Royal Hogs Guards

Defense Synergies 0 6

Bats
The Log
Arrows
Goblin Hut
Royal Giant
Goblin Hut
Arrows Skeleton Army
Royal Hogs
Guards
Skeleton Army The Log
Skeleton Army
Goblin Hut Guards The Log
The Log
Bats Guards Skeleton Army

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.

Goblin Hut The Log
Skeleton Army Bats Goblin Hut The Log
Goblin Hut Skeleton Army Bats
Goblin Hut Skeleton Army Bats Guards
Arrows Skeleton Army The Log
Arrows Skeleton Army The Log Bats Guards
Bats Arrows Goblin Hut
Arrows The Log
Goblin Hut Skeleton Army
Guards Skeleton Army
Bats Guards Skeleton Army Arrows Goblin Hut The Log
Arrows Bats Goblin Hut
Goblin Hut Skeleton Army Bats Guards The Log
Skeleton Army Bats Arrows Goblin Hut Guards The Log
Skeleton Army Goblin Hut
Skeleton Army Goblin Hut The Log
Bats Arrows Goblin Hut Skeleton Army
Arrows Bats Goblin Hut Guards Skeleton Army The Log
Arrows The Log Bats Goblin Hut Guards
Goblin Hut
Skeleton Army Bats Arrows Guards The Log

Counters to secondary win conditions

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

Guards Skeleton Army Goblin Hut
Arrows The Log
Guards Skeleton Army Bats Goblin Hut The Log
Guards Skeleton Army Bats The Log
Goblin Hut Guards Skeleton Army
Arrows Bats Goblin Hut
Guards Skeleton Army Bats Goblin Hut
Skeleton Army
Bats Goblin Hut Skeleton Army The Log
Goblin Hut Guards Skeleton Army
Bats Goblin Hut Guards
Skeleton Army Arrows Guards The Log
Skeleton Army Guards
Skeleton Army
Goblin Hut Guards Skeleton Army Bats The Log
Bats Arrows Goblin Hut 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.)

Arrows Guards The Log
Arrows The Log
Arrows Goblin Hut The Log
Arrows Guards The Log
Arrows The Log
Arrows Bats
Arrows The Log
Arrows The Log
Arrows The Log
Bats Guards
Arrows The Log
Arrows
Goblin Hut The Log
Arrows
Arrows Goblin Hut The Log
Arrows Goblin Hut The Log
Arrows Goblin Hut The Log
Arrows
Bats
Arrows The Log
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Bats Arrows
Bats Goblin Hut Guards
Arrows The Log
Arrows
Arrows The Log
Bats Goblin Hut Guards Skeleton Army
Arrows
Arrows The Log
Arrows The Log
Arrows
Bats Guards The Log
Bats
The Log

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