My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 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 Wizard

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 Wizard Dark Prince P.E.K.K.A

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.

Arrows The Log

Punishments

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

Elite Barbarians Hog Rider Dark Prince

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 Hog Rider Dark Prince P.E.K.K.A

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 Dark Prince

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 Elite Barbarians Hog Rider Dark Prince
Giant Snowball
Bats Hog Rider
Zap
Bats Dark Prince
Barbarian Barrel
Elite Barbarians Wizard Dark Prince
The Log
Elite Barbarians Hog Rider Dark Prince
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Elite Barbarians Hog Rider Wizard Dark Prince P.E.K.K.A
Fireball
Elite Barbarians Hog Rider Wizard
Poison
Bats Wizard
Lightning
Elite Barbarians Wizard Dark Prince
Rocket
Elite Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Dark Prince The Log

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 Dark Prince P.E.K.K.A

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

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 The Log Arrows Hog Rider Dark Prince Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

11 Bats The Log Arrows Hog Rider

Attack Synergies 5 12

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 Dark Prince P.E.K.K.A
Arrows
Elite Barbarians Hog Rider P.E.K.K.A Dark Prince
Elite Barbarians
Arrows Bats Hog Rider Wizard The Log
Hog Rider
Bats Arrows The Log Elite Barbarians Wizard Dark Prince
Wizard
Elite Barbarians Hog Rider Dark Prince P.E.K.K.A
Dark Prince
Bats Arrows Hog Rider Wizard
P.E.K.K.A
Arrows Bats Wizard The Log
The Log
Hog Rider Elite Barbarians P.E.K.K.A

Defense Synergies 2 11

Bats
Dark Prince P.E.K.K.A The Log
Arrows
Dark Prince P.E.K.K.A
Elite Barbarians
Dark Prince Wizard The Log
Hog Rider
Wizard
Elite Barbarians Dark Prince P.E.K.K.A The Log
Dark Prince
Elite Barbarians Bats Arrows Wizard The Log
P.E.K.K.A
The Log Bats Arrows Wizard
The Log
P.E.K.K.A Bats Elite Barbarians Wizard Dark Prince

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.

Wizard The Log
Elite Barbarians P.E.K.K.A Bats Dark Prince The Log
P.E.K.K.A Bats Elite Barbarians Dark Prince
Elite Barbarians P.E.K.K.A Bats Dark Prince
Arrows Elite Barbarians Dark Prince P.E.K.K.A The Log
Arrows The Log Bats Dark Prince
Bats Arrows Wizard
Arrows P.E.K.K.A The Log
P.E.K.K.A Elite Barbarians
Elite Barbarians Dark Prince
Bats Arrows Wizard Dark Prince The Log
Arrows Bats Wizard
P.E.K.K.A Bats Elite Barbarians Wizard Dark Prince The Log
Wizard Bats Arrows Dark Prince P.E.K.K.A The Log
Elite Barbarians P.E.K.K.A
Elite Barbarians P.E.K.K.A The Log
Wizard Bats Arrows Elite Barbarians Dark Prince P.E.K.K.A
Arrows Bats Elite Barbarians Wizard Dark Prince The Log
Arrows Wizard The Log Bats Dark Prince
P.E.K.K.A Elite Barbarians
Wizard Dark Prince Bats Arrows Elite Barbarians P.E.K.K.A The Log

Counters to secondary win conditions

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

Elite Barbarians Dark Prince P.E.K.K.A
Arrows Elite Barbarians Wizard The Log
P.E.K.K.A Bats Elite Barbarians Dark Prince The Log
Dark Prince P.E.K.K.A Bats Elite Barbarians The Log
P.E.K.K.A Elite Barbarians Dark Prince
Arrows Wizard Bats
Dark Prince P.E.K.K.A Bats Elite Barbarians
P.E.K.K.A Elite Barbarians Dark Prince
P.E.K.K.A Bats Elite Barbarians Dark Prince The Log
P.E.K.K.A
P.E.K.K.A Bats Elite Barbarians Dark Prince
P.E.K.K.A Arrows Elite Barbarians Dark Prince The Log
Elite Barbarians Dark Prince P.E.K.K.A Wizard
Wizard
Elite Barbarians Bats Dark Prince P.E.K.K.A The Log
Bats Arrows Elite Barbarians Wizard Dark Prince P.E.K.K.A The Log

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 The Log
Arrows The Log
Arrows The Log
Arrows Dark Prince The Log
Wizard Arrows Dark Prince The Log
Arrows Wizard Bats
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Bats Elite Barbarians
Arrows Wizard Dark Prince The Log
Arrows Wizard
Elite Barbarians The Log
Arrows
Arrows Elite Barbarians The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Bats
Arrows Wizard Dark Prince The Log
Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard Dark Prince
Arrows The Log Wizard
Arrows Wizard The Log
Arrows The Log
Elite Barbarians Bats Arrows Wizard
Bats Wizard
Elite Barbarians
Arrows Wizard The Log
Arrows
P.E.K.K.A
Arrows Wizard The Log
Bats Dark Prince
Arrows Wizard
Arrows The Log
Wizard Dark Prince
Arrows The Log Wizard
Arrows
Elite Barbarians Dark Prince P.E.K.K.A
Bats Elite Barbarians The Log
Bats
Dark Prince The Log

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