My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 Archers Tesla Wizard

Defensive buildings

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

Tesla

Investments

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

Bats Archers Tesla Royal Recruits 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.

Fireball Void

Punishments

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

Royal Recruits Hog Rider

Pump responses

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

Fireball Void

Dropped at the bridge

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

Royal Recruits 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
Bats Archers Royal Recruits Hog Rider
Giant Snowball
Bats Archers Royal Recruits Hog Rider
Zap
Bats Archers
Barbarian Barrel
Archers Tesla Royal Recruits Wizard
The Log
Archers Royal Recruits Hog Rider
Earthquake
Archers Tesla Hog Rider
Arrows
Bats Archers Royal Recruits
Royal Delivery
Bats Archers Royal Recruits Hog Rider Wizard
Fireball
Archers Tesla Hog Rider Wizard
Poison
Bats Archers Royal Recruits Wizard
Lightning
Tesla Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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 Royal Recruits

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.

Fireball

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.

Fireball 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Void Tesla Fireball Hog Rider Wizard Royal Recruits

Shortest cycle

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

12 Bats Archers Void Tesla

Attack Synergies 2 6

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
Hog Rider Royal Recruits
Archers
Royal Recruits Hog Rider
Tesla
Royal Recruits
Bats Archers Hog Rider
Fireball
Hog Rider
Hog Rider
Bats Fireball Archers Royal Recruits Wizard Void
Wizard
Hog Rider
Void
Hog Rider

Defense Synergies 0 6

Bats
Tesla Royal Recruits
Archers
Tesla Royal Recruits
Tesla
Bats Archers Fireball Wizard
Royal Recruits
Bats Archers
Fireball
Tesla
Hog Rider
Wizard
Tesla
Void

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.

Tesla Royal Recruits Fireball Wizard Void
Bats Tesla Royal Recruits
Tesla Bats Archers Royal Recruits Void
Tesla Royal Recruits Bats
Royal Recruits Fireball
Fireball Bats Archers Tesla
Bats Tesla Archers Fireball Wizard Void
Tesla Royal Recruits Fireball Void
Tesla Royal Recruits
Archers Tesla Royal Recruits
Bats Archers Tesla Royal Recruits Fireball Wizard
Tesla Bats Archers Fireball Wizard
Tesla Royal Recruits Bats Fireball Wizard
Fireball Wizard Bats Tesla Royal Recruits
Royal Recruits Tesla
Tesla Royal Recruits Fireball
Tesla Wizard Bats Royal Recruits Fireball
Tesla Fireball Bats Archers Royal Recruits Wizard
Wizard Bats Archers Tesla Royal Recruits Fireball
Tesla Royal Recruits
Royal Recruits Wizard Bats Archers Tesla Fireball

Counters to secondary win conditions

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

Royal Recruits Archers Tesla Fireball Void
Fireball Void Archers Tesla Wizard
Royal Recruits Bats
Royal Recruits Bats Tesla Fireball
Royal Recruits Tesla
Fireball Wizard Bats Archers Tesla
Royal Recruits Bats Archers Tesla Fireball Void
Tesla Royal Recruits
Royal Recruits Void Bats Fireball
Royal Recruits Tesla
Bats Tesla Royal Recruits
Royal Recruits Fireball Void
Royal Recruits Tesla Fireball Wizard
Royal Recruits Wizard Archers Tesla Fireball
Tesla Royal Recruits Bats Archers Fireball
Bats Archers Tesla Royal Recruits Fireball 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.)

Fireball Void Royal Recruits
Fireball Void
Fireball Void
Royal Recruits Fireball Void
Fireball Wizard
Fireball Wizard Bats
Archers Wizard
Fireball Wizard
Fireball Void Wizard
Bats Fireball Void
Void Royal Recruits Fireball Wizard
Fireball Void Archers Wizard
Fireball Void
Fireball Void
Fireball
Fireball Wizard
Royal Recruits Fireball Wizard
Fireball
Bats
Void Archers Fireball Wizard
Fireball Wizard
Fireball Void
Fireball Wizard Void
Void
Royal Recruits Fireball Void
Fireball Wizard
Fireball Void Wizard
Fireball Void Wizard
Fireball Void
Bats Archers Fireball Wizard
Bats Fireball Wizard Void
Fireball Void
Void Fireball Wizard
Void Fireball
Fireball Wizard
Bats Archers Royal Recruits Fireball Void
Fireball Archers Wizard
Fireball
Fireball Void Wizard
Fireball Wizard
Void Fireball
Royal Recruits
Bats Royal Recruits Fireball
Bats Fireball Void
Void Royal Recruits Fireball

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