My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Electro Dragon

Defensive buildings

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

Cannon

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 Elixir Golem Electro Dragon Fisherman

Offensive cards

Win conditions

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

Royal Giant Elixir Golem 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.

Royal Giant Elixir Golem 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.

Royal Giant Elixir Golem 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 Electro Dragon

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 Elixir Golem Hog Rider Skeleton Army Fisherman
Giant Snowball
Bats Cannon Hog Rider Skeleton Army Electro Dragon Fisherman
Zap
Bats Cannon Royal Giant Skeleton Army Fisherman
Barbarian Barrel
Cannon Elixir Golem Skeleton Army
The Log
Cannon Royal Giant Elixir Golem Hog Rider Skeleton Army Fisherman
Earthquake
Cannon Elixir Golem Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Elixir Golem Hog Rider Skeleton Army Electro Dragon Fisherman
Fireball
Cannon Elixir Golem Hog Rider Skeleton Army Electro Dragon Fisherman
Poison
Bats Cannon Elixir Golem Skeleton Army Electro Dragon Fisherman
Lightning
Cannon Electro Dragon Fisherman
Rocket
Hog Rider Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon

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 Elixir Golem 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.

Royal Giant Skeleton Army

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 Cannon Elixir Golem Skeleton Army Fisherman Hog Rider Electro Dragon Royal Giant

Shortest cycle

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

11 Bats Cannon Elixir Golem Skeleton Army

Attack Synergies 3 7

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 Elixir Golem Fisherman
Cannon
Royal Giant
Bats Fisherman Hog Rider Electro Dragon
Elixir Golem
Bats Hog Rider Electro Dragon
Hog Rider
Bats Royal Giant Elixir Golem
Skeleton Army
Electro Dragon
Royal Giant Elixir Golem Fisherman
Fisherman
Royal Giant Bats Electro Dragon

Defense Synergies 0 6

Bats
Cannon Fisherman
Cannon
Bats Skeleton Army Electro Dragon
Royal Giant
Elixir Golem
Hog Rider
Skeleton Army
Cannon Electro Dragon
Electro Dragon
Cannon Skeleton Army Fisherman
Fisherman
Bats Electro Dragon

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.

Cannon Electro Dragon
Skeleton Army Bats Cannon Electro Dragon Fisherman
Cannon Skeleton Army Fisherman Bats Electro Dragon
Cannon Skeleton Army Bats Electro Dragon Fisherman
Skeleton Army
Skeleton Army Bats Cannon Electro Dragon
Bats Cannon Electro Dragon
Cannon Electro Dragon
Cannon Skeleton Army Fisherman
Skeleton Army Cannon Fisherman
Bats Skeleton Army Cannon Electro Dragon Fisherman
Bats Electro Dragon
Cannon Skeleton Army Bats Electro Dragon
Skeleton Army Bats Cannon Electro Dragon
Skeleton Army Cannon
Skeleton Army Cannon Fisherman
Bats Cannon Skeleton Army Electro Dragon Fisherman
Cannon Bats Skeleton Army Electro Dragon Fisherman
Bats Cannon Electro Dragon Fisherman
Cannon Fisherman
Skeleton Army Bats Cannon Electro Dragon Fisherman

Counters to secondary win conditions

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

Skeleton Army Fisherman
Electro Dragon Fisherman
Skeleton Army Bats Electro Dragon Fisherman
Skeleton Army Bats Fisherman
Cannon Skeleton Army Fisherman
Bats Electro Dragon
Skeleton Army Bats
Skeleton Army Fisherman
Electro Dragon Bats Skeleton Army
Cannon Skeleton Army
Bats Electro Dragon
Skeleton Army
Skeleton Army Cannon
Cannon Skeleton Army Electro Dragon
Skeleton Army Electro Dragon Bats Fisherman
Bats Cannon Electro Dragon

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.)

Electro Dragon
Electro Dragon Fisherman
Electro Dragon
Bats Electro Dragon
Electro Dragon
Electro Dragon Fisherman
Bats Electro Dragon Fisherman
Electro Dragon Fisherman
Electro Dragon
Fisherman
Electro Dragon Fisherman
Fisherman
Electro Dragon
Electro Dragon
Bats Fisherman
Electro Dragon Fisherman
Electro Dragon
Fisherman
Electro Dragon
Electro Dragon
Fisherman
Electro Dragon Fisherman
Electro Dragon Fisherman
Fisherman
Bats Electro Dragon
Electro Dragon Bats
Electro Dragon
Electro Dragon
Bats Skeleton Army Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon Bats
Bats Electro Dragon
Electro Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: