My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

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 Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Arrows Rocket

Punishments

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

Royal Giant Hog Rider Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Royal Giant Hog Rider Mega Knight

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 Royal Giant Hog Rider
Giant Snowball
Bats Hog Rider
Zap
Bats Royal Giant Inferno Tower
Barbarian Barrel
Inferno Tower Wizard
The Log
Royal Giant Hog Rider
Earthquake
Hog Rider Inferno Tower
Arrows
Bats
Royal Delivery
Bats Hog Rider Wizard
Fireball
Hog Rider Inferno Tower Wizard
Poison
Bats Inferno Tower Wizard
Lightning
Inferno Tower Wizard
Rocket
Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Rocket Mega Knight

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 Arrows Inferno Tower Rocket Mega Knight

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

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Hog Rider Inferno Tower Wizard Royal Giant Rocket Mega Knight

Shortest cycle

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

14 Bats Arrows Hog Rider Inferno Tower

Attack Synergies 5 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
Royal Giant Hog Rider Mega Knight
Arrows
Royal Giant Hog Rider Mega Knight
Royal Giant
Bats Arrows Hog Rider Wizard Rocket
Hog Rider
Bats Arrows Royal Giant Wizard Rocket Mega Knight
Inferno Tower
Wizard
Royal Giant Hog Rider Mega Knight
Rocket
Royal Giant Hog Rider
Mega Knight
Bats Arrows Hog Rider Wizard

Defense Synergies 1 5

Bats
Inferno Tower Mega Knight
Arrows
Mega Knight Inferno Tower
Royal Giant
Hog Rider
Inferno Tower
Bats Arrows Mega Knight
Wizard
Mega Knight
Rocket
Mega Knight
Arrows Bats Inferno Tower Wizard

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.

Rocket Inferno Tower Wizard
Inferno Tower Bats Mega Knight
Inferno Tower Rocket Mega Knight Bats
Inferno Tower Bats Mega Knight
Arrows Rocket Mega Knight
Arrows Bats Mega Knight
Bats Inferno Tower Rocket Arrows Wizard
Rocket Arrows Inferno Tower Mega Knight
Inferno Tower
Inferno Tower Mega Knight
Bats Arrows Wizard Mega Knight
Arrows Inferno Tower Bats Wizard
Inferno Tower Mega Knight Bats Wizard Rocket
Wizard Rocket Mega Knight Bats Arrows
Inferno Tower Mega Knight
Inferno Tower Rocket Mega Knight
Wizard Mega Knight Bats Arrows Inferno Tower
Arrows Mega Knight Bats Wizard
Arrows Wizard Bats Mega Knight
Inferno Tower
Wizard Mega Knight Bats Arrows

Counters to secondary win conditions

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

Mega Knight Inferno Tower
Arrows Wizard Rocket Mega Knight
Mega Knight Bats Inferno Tower Rocket
Rocket Mega Knight Bats Inferno Tower
Inferno Tower Mega Knight
Arrows Wizard Rocket Bats
Rocket Bats Inferno Tower
Inferno Tower Mega Knight
Rocket Mega Knight Bats Inferno Tower
Inferno Tower
Mega Knight Bats Inferno Tower
Rocket Mega Knight Arrows
Rocket Mega Knight Inferno Tower Wizard
Wizard Mega Knight
Inferno Tower Bats Rocket
Bats Arrows Mega Knight Inferno Tower 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.)

Arrows Rocket
Arrows
Rocket Arrows
Arrows Rocket
Wizard Rocket Arrows Mega Knight
Arrows Wizard Bats Rocket
Arrows Wizard
Arrows Wizard
Arrows Wizard
Rocket Bats
Rocket Arrows Wizard
Arrows Wizard Rocket
Rocket
Arrows Rocket
Arrows
Rocket Arrows Wizard
Arrows Wizard Rocket Mega Knight
Arrows Rocket
Bats Rocket
Rocket Arrows Wizard Mega Knight
Rocket Arrows Wizard Mega Knight
Rocket Mega Knight
Rocket Arrows Wizard
Rocket
Rocket Arrows
Arrows Wizard Mega Knight
Arrows Wizard
Arrows Wizard Mega Knight
Rocket Arrows
Bats Arrows Wizard
Rocket Bats Wizard
Arrows Wizard Rocket Mega Knight
Rocket Arrows
Mega Knight
Rocket Arrows Wizard
Bats Rocket
Rocket Arrows Wizard
Arrows
Wizard Rocket Mega Knight
Arrows Wizard
Rocket Arrows
Mega Knight
Bats Rocket
Bats Rocket
Rocket Mega Knight

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