My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Ram Rider

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 Golem Royal Ghost Ram Rider

Offensive cards

Win conditions

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

Royal Hogs Golem Ram Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Tornado Poison

Punishments

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

Royal Hogs Royal Ghost Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Hogs Golem Royal Ghost 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.

Royal Hogs Golem Royal Ghost 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
Skeletons Bats Royal Hogs Ram Rider
Giant Snowball
Skeletons Bats Royal Hogs Ram Rider
Zap
Skeletons Bats Royal Hogs Ram Rider
Barbarian Barrel
Skeletons Royal Hogs Royal Ghost
The Log
Skeletons Royal Hogs Ram Rider
Earthquake
Skeletons Royal Hogs
Arrows
Skeletons Bats Royal Hogs
Royal Delivery
Skeletons Bats Royal Hogs Royal Ghost Ram Rider
Fireball
Royal Hogs Ram Rider
Poison
Bats Royal Hogs
Lightning
Ram Rider
Rocket
Royal Hogs Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Poison Royal Ghost

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 Tornado Poison Golem Royal Ghost

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Tornado Royal Ghost Poison Royal Hogs Ram Rider Golem

Shortest cycle

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

9 Skeletons Bats Tornado Royal Ghost

Attack Synergies 1 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
Royal Hogs Golem Ram Rider
Royal Hogs
Bats Poison
Tornado
Poison Golem Ram Rider
Poison
Golem Royal Hogs Tornado Royal Ghost Ram Rider
Golem
Poison Bats Tornado
Royal Ghost
Poison Ram Rider
Ram Rider
Bats Tornado Poison Royal Ghost

Defense Synergies 0 7

Skeletons
Bats Tornado Poison Royal Ghost Ram Rider
Bats
Skeletons
Royal Hogs
Tornado
Skeletons Poison Ram Rider
Poison
Skeletons Tornado
Golem
Royal Ghost
Skeletons
Ram Rider
Skeletons Tornado

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.

Ram Rider
Skeletons Bats Ram Rider
Tornado Ram Rider Skeletons Bats
Skeletons Bats Ram Rider
Tornado Poison
Tornado Skeletons Bats Royal Ghost
Bats Tornado Ram Rider Poison
Poison Ram Rider
Skeletons Tornado
Tornado Skeletons Royal Ghost
Bats Poison Skeletons Tornado Royal Ghost Ram Rider
Bats Tornado Poison Ram Rider
Skeletons Bats Ram Rider
Bats Tornado Poison Royal Ghost
Ram Rider
Tornado Ram Rider
Skeletons Bats Tornado Poison
Bats Tornado Royal Ghost Ram Rider
Tornado Poison Bats Royal Ghost Ram Rider
Tornado Ram Rider
Royal Ghost Bats Poison

Counters to secondary win conditions

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

Skeletons Royal Ghost
Poison Royal Ghost
Skeletons Bats Ram Rider
Bats Tornado Ram Rider
Skeletons Ram Rider
Poison Skeletons Bats Tornado Ram Rider
Skeletons Bats Ram Rider
Skeletons Bats Tornado Poison
Skeletons
Bats
Tornado Poison
Skeletons Ram Rider
Skeletons Bats Tornado Poison
Bats Poison Royal Ghost

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.)

Poison Royal Ghost
Poison Tornado Royal Ghost Ram Rider
Poison
Poison
Poison
Poison Bats Tornado Ram Rider
Tornado Poison
Poison Tornado Ram Rider
Poison Tornado Ram Rider
Bats Tornado Poison
Poison Tornado Ram Rider
Poison Tornado
Poison
Poison
Poison
Poison
Poison
Tornado Poison
Bats
Poison
Tornado Poison
Poison
Tornado Poison
Tornado
Poison
Tornado Poison
Poison Tornado Royal Ghost Ram Rider
Tornado Poison Ram Rider
Poison Tornado
Poison Bats Tornado
Bats Poison
Poison
Poison
Poison
Bats
Poison Tornado Ram Rider
Poison
Poison
Tornado Poison
Bats Tornado Poison
Bats Tornado Poison
Poison Tornado Royal Ghost

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