My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Minions Hunter Goblin Giant Magic Archer

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.

Bats Hunter Goblin Giant Magic Archer

Offensive cards

Win conditions

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

Wall Breakers Goblin Giant

Damage spells

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

Lightning

Punishments

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

Wall Breakers Goblin Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Wall Breakers Goblin Giant Magic Archer

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.

Magic Archer

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 Minions Wall Breakers Skeleton Army
Giant Snowball
Bats Minions Wall Breakers Skeleton Army
Zap
Bats Minions Wall Breakers Skeleton Army Goblin Giant
Barbarian Barrel
Wall Breakers Skeleton Army Hunter Magic Archer
The Log
Wall Breakers Skeleton Army Hunter
Earthquake
Skeleton Army
Arrows
Bats Minions Wall Breakers Skeleton Army
Royal Delivery
Bats Minions Wall Breakers Skeleton Army Hunter Magic Archer
Fireball
Minions Wall Breakers Skeleton Army Hunter Magic Archer
Poison
Bats Minions Skeleton Army Hunter Magic Archer
Lightning
Hunter Magic Archer
Rocket
Hunter Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Magic Archer

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 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.

Skeleton Army

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.

Minions

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Wall Breakers Minions Skeleton Army Hunter Magic Archer Lightning Goblin Giant

Shortest cycle

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

10 Bats Wall Breakers Minions Skeleton Army

Attack Synergies 0 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
Minions Wall Breakers Goblin Giant
Minions
Bats Wall Breakers Goblin Giant
Wall Breakers
Bats Minions Goblin Giant
Skeleton Army
Hunter
Goblin Giant
Lightning
Goblin Giant
Goblin Giant
Bats Minions Wall Breakers Hunter Lightning Magic Archer
Magic Archer
Goblin Giant

Defense Synergies 0 7

Bats
Minions Hunter Goblin Giant
Minions
Bats Hunter Goblin Giant
Wall Breakers
Skeleton Army
Magic Archer
Hunter
Bats Minions
Lightning
Goblin Giant
Bats Minions Magic Archer
Magic Archer
Skeleton Army Goblin Giant

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.

Lightning Minions Goblin Giant Magic Archer
Skeleton Army Hunter Bats Minions
Skeleton Army Hunter Bats Minions Lightning
Skeleton Army Hunter Bats Minions
Lightning Skeleton Army
Skeleton Army Bats Minions Hunter Magic Archer
Bats Minions Hunter Lightning Magic Archer
Lightning Goblin Giant Magic Archer
Hunter Minions Skeleton Army
Skeleton Army Hunter
Bats Minions Skeleton Army Hunter Goblin Giant Magic Archer
Minions Hunter Bats Magic Archer
Skeleton Army Hunter Bats Minions Lightning
Skeleton Army Bats Minions Hunter Magic Archer
Skeleton Army Hunter
Skeleton Army Hunter Lightning
Bats Minions Skeleton Army Hunter
Bats Minions Skeleton Army Hunter Magic Archer
Hunter Bats Minions Magic Archer
Hunter
Skeleton Army Bats Minions Hunter Goblin Giant

Counters to secondary win conditions

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

Skeleton Army
Hunter Lightning Magic Archer
Skeleton Army Bats Minions Hunter Lightning Goblin Giant
Skeleton Army Hunter Lightning Bats Goblin Giant
Skeleton Army Hunter Goblin Giant
Bats Minions Hunter Goblin Giant Magic Archer
Skeleton Army Bats Minions Hunter Lightning Goblin Giant
Skeleton Army Hunter Goblin Giant
Lightning Bats Minions Skeleton Army Magic Archer
Skeleton Army Goblin Giant
Bats Minions Hunter
Skeleton Army Lightning Goblin Giant
Skeleton Army Lightning Hunter Goblin Giant
Skeleton Army Magic Archer
Skeleton Army Bats Minions Hunter Lightning Goblin Giant Magic Archer
Bats Minions Hunter Magic Archer

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.)

Lightning Magic Archer
Magic Archer
Lightning Goblin Giant Magic Archer
Lightning
Magic Archer
Bats Minions Hunter Goblin Giant Magic Archer
Magic Archer
Hunter Lightning Magic Archer
Lightning
Lightning Bats Minions
Lightning Magic Archer
Lightning Magic Archer
Lightning Hunter Magic Archer
Lightning Minions Magic Archer
Lightning Magic Archer
Lightning Hunter Magic Archer
Lightning Magic Archer
Lightning
Bats Minions Lightning
Lightning Hunter Magic Archer
Lightning Magic Archer
Lightning Minions Magic Archer
Lightning
Lightning
Lightning
Hunter Magic Archer
Hunter Lightning Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning Bats Hunter Magic Archer
Lightning Bats Minions
Lightning
Lightning Hunter Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning Bats Minions Skeleton Army Magic Archer
Lightning Hunter Magic Archer
Lightning Hunter Magic Archer
Lightning Magic Archer
Lightning
Bats Minions Lightning Magic Archer
Bats Lightning Magic Archer
Lightning Goblin Giant Magic Archer

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