My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 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 Archers Tesla Flying Machine

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 Flying Machine

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.

Missing

Punishments

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

Elite Barbarians 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.

Elite Barbarians Heal Spirit Flying Machine 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.

Elite Barbarians 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 Elite Barbarians Hog Rider Skeleton Army
Giant Snowball
Bats Archers Flying Machine Hog Rider Skeleton Army
Zap
Bats Archers Flying Machine Skeleton Army
Barbarian Barrel
Archers Tesla Elite Barbarians Heal Spirit Skeleton Army
The Log
Archers Elite Barbarians Heal Spirit Hog Rider Skeleton Army
Earthquake
Archers Tesla Hog Rider Skeleton Army
Arrows
Bats Archers Heal Spirit Flying Machine Skeleton Army
Royal Delivery
Bats Archers Elite Barbarians Heal Spirit Flying Machine Hog Rider Skeleton Army
Fireball
Archers Tesla Elite Barbarians Flying Machine Hog Rider Skeleton Army
Poison
Bats Archers Flying Machine Skeleton Army
Lightning
Tesla Elite Barbarians
Rocket
Elite Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Heal Spirit 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.

Elite Barbarians 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.

Heal Spirit

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.

Heal Spirit Bats Archers Skeleton Army Tesla Flying Machine Hog Rider Elite Barbarians

Shortest cycle

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

9 Heal Spirit Bats Archers Skeleton Army

Attack Synergies 2 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.

Bats
Hog Rider Elite Barbarians Flying Machine
Archers
Elite Barbarians Heal Spirit Hog Rider
Tesla
Elite Barbarians
Heal Spirit Bats Archers Hog Rider
Heal Spirit
Elite Barbarians Archers Hog Rider
Flying Machine
Bats Hog Rider
Hog Rider
Bats Archers Elite Barbarians Heal Spirit Flying Machine
Skeleton Army

Defense Synergies 0 5

Bats
Tesla
Archers
Tesla Skeleton Army
Tesla
Bats Archers Skeleton Army
Elite Barbarians
Heal Spirit
Flying Machine
Skeleton Army
Hog Rider
Skeleton Army
Archers Tesla Flying Machine

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 Flying Machine
Elite Barbarians Skeleton Army Bats Tesla Flying Machine
Tesla Skeleton Army Bats Archers Elite Barbarians
Tesla Elite Barbarians Skeleton Army Bats
Elite Barbarians Skeleton Army
Skeleton Army Bats Archers Tesla Flying Machine
Bats Tesla Archers Flying Machine
Tesla Flying Machine
Tesla Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Archers Tesla
Bats Archers Skeleton Army Tesla Flying Machine
Tesla Bats Archers Flying Machine
Tesla Skeleton Army Bats Elite Barbarians Flying Machine
Skeleton Army Bats Tesla
Elite Barbarians Skeleton Army Tesla
Skeleton Army Tesla Elite Barbarians
Tesla Bats Elite Barbarians Skeleton Army
Tesla Bats Archers Elite Barbarians Flying Machine Skeleton Army
Bats Archers Tesla Flying Machine
Tesla Elite Barbarians
Skeleton Army Bats Archers Tesla Elite Barbarians Flying Machine

Counters to secondary win conditions

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

Skeleton Army Archers Tesla Elite Barbarians
Archers Tesla Elite Barbarians Flying Machine
Skeleton Army Bats Elite Barbarians
Skeleton Army Bats Tesla Elite Barbarians
Tesla Elite Barbarians Skeleton Army
Bats Archers Tesla Flying Machine
Skeleton Army Bats Archers Tesla Elite Barbarians Flying Machine
Tesla Elite Barbarians Skeleton Army
Bats Elite Barbarians Flying Machine Skeleton Army
Tesla Skeleton Army
Bats Tesla Elite Barbarians Flying Machine
Skeleton Army Elite Barbarians
Elite Barbarians Skeleton Army Tesla
Archers Tesla Flying Machine Skeleton Army
Tesla Elite Barbarians Skeleton Army Bats Archers Flying Machine
Bats Archers Tesla Elite Barbarians Flying Machine

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.)

Flying Machine
Flying Machine
Flying Machine
Flying Machine
Bats Flying Machine
Archers Flying Machine
Flying Machine
Flying Machine
Bats Elite Barbarians
Flying Machine
Archers Flying Machine
Flying Machine Elite Barbarians
Flying Machine
Elite Barbarians Flying Machine
Flying Machine
Flying Machine
Bats
Archers Flying Machine
Flying Machine
Flying Machine
Flying Machine
Flying Machine
Elite Barbarians Bats Archers Flying Machine
Bats Flying Machine
Elite Barbarians
Bats Archers Flying Machine Skeleton Army
Archers Flying Machine
Flying Machine
Flying Machine
Elite Barbarians Flying Machine
Bats Elite Barbarians Flying Machine
Bats Flying Machine
Flying Machine

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: