My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Magic Archer

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 Firecracker Elixir Golem Electro Giant Magic Archer

Offensive cards

Win conditions

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

Elixir Golem Hog Rider Electro Giant

Damage spells

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

Fireball

Punishments

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

Elixir Golem Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Elixir Golem Hog Rider Electro Giant Magic Archer

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.

Firecracker Hog Rider Magic Archer

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 Elixir Golem Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Firecracker Skeleton Army
Barbarian Barrel
Firecracker Elixir Golem Skeleton Army Magic Archer
The Log
Firecracker Elixir Golem Hog Rider Skeleton Army
Earthquake
Firecracker Elixir Golem Hog Rider Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Firecracker Elixir Golem Hog Rider Skeleton Army Magic Archer
Fireball
Firecracker Elixir Golem Hog Rider Skeleton Army Magic Archer
Poison
Bats Firecracker Elixir Golem Skeleton Army Magic Archer
Lightning
Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Electro Giant Magic Archer

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 Electro Giant

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 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.

Fireball

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Firecracker Elixir Golem Skeleton Army Fireball Hog Rider Magic Archer Electro Giant

Shortest cycle

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

11 Bats Firecracker Elixir Golem Skeleton Army

Attack Synergies 4 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
Hog Rider Firecracker Elixir Golem
Firecracker
Elixir Golem Hog Rider Bats
Elixir Golem
Firecracker Bats Fireball Hog Rider Magic Archer
Fireball
Hog Rider Elixir Golem Magic Archer
Hog Rider
Bats Firecracker Fireball Elixir Golem Magic Archer
Skeleton Army
Electro Giant
Magic Archer
Elixir Golem Fireball Hog Rider

Defense Synergies 0 3

Bats
Firecracker
Firecracker
Bats Skeleton Army
Elixir Golem
Fireball
Hog Rider
Skeleton Army
Firecracker Magic Archer
Electro Giant
Magic Archer
Skeleton Army

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.

Firecracker Fireball Magic Archer
Skeleton Army Bats Firecracker
Skeleton Army Bats
Skeleton Army Bats Firecracker
Firecracker Fireball Skeleton Army
Fireball Skeleton Army Bats Firecracker Magic Archer
Bats Firecracker Fireball Magic Archer
Fireball Electro Giant Magic Archer
Skeleton Army
Skeleton Army Firecracker
Bats Skeleton Army Firecracker Fireball Electro Giant Magic Archer
Bats Firecracker Fireball Magic Archer
Skeleton Army Bats Fireball
Fireball Skeleton Army Bats Firecracker Magic Archer
Skeleton Army
Skeleton Army Fireball Electro Giant
Bats Firecracker Fireball Skeleton Army
Fireball Bats Firecracker Skeleton Army Magic Archer
Bats Firecracker Fireball Magic Archer
Skeleton Army Bats Firecracker Fireball Electro Giant

Counters to secondary win conditions

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

Skeleton Army Fireball Electro Giant
Fireball Firecracker Magic Archer
Skeleton Army Bats
Skeleton Army Bats Fireball
Skeleton Army
Firecracker Fireball Electro Giant Bats Magic Archer
Skeleton Army Bats Fireball
Skeleton Army
Bats Firecracker Fireball Skeleton Army Magic Archer
Skeleton Army
Bats
Skeleton Army Fireball Electro Giant
Skeleton Army Fireball
Firecracker Fireball Skeleton Army Electro Giant Magic Archer
Skeleton Army Electro Giant Bats Firecracker Fireball Magic Archer
Bats Firecracker Fireball Electro Giant Magic Archer

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 Magic Archer Firecracker
Firecracker Fireball Magic Archer
Fireball Magic Archer
Firecracker Fireball
Fireball Firecracker Magic Archer
Firecracker Fireball Electro Giant Bats Magic Archer
Firecracker Magic Archer
Fireball Firecracker Magic Archer
Fireball Firecracker
Bats Fireball
Firecracker Fireball Magic Archer
Fireball Firecracker Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Magic Archer
Magic Archer Firecracker Fireball
Fireball
Bats
Firecracker Fireball Magic Archer
Firecracker Fireball Electro Giant Magic Archer
Fireball Magic Archer
Fireball
Fireball
Firecracker Electro Giant Fireball Magic Archer
Firecracker Fireball Magic Archer
Fireball Magic Archer
Fireball Firecracker Magic Archer
Bats Firecracker Fireball Electro Giant Magic Archer
Bats Firecracker Fireball Electro Giant
Fireball
Fireball Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Magic Archer
Bats Fireball Skeleton Army Magic Archer
Fireball Firecracker Magic Archer
Fireball
Fireball Firecracker Magic Archer
Firecracker Fireball Magic Archer
Fireball Electro Giant
Firecracker
Electro Giant Bats Firecracker Fireball Magic Archer
Firecracker Bats Fireball Magic Archer
Firecracker Fireball Electro Giant Magic Archer

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