My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats Furnace Baby Dragon Electro Wizard

Defensive buildings

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

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Furnace Baby Dragon Electro Wizard

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.

Rocket The Log

Punishments

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

Hog Rider

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.

Hog Rider Baby Dragon

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 Wizard

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 Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Furnace Skeleton Army Baby Dragon
Zap
Bats Furnace Skeleton Army
Barbarian Barrel
Furnace Skeleton Army Electro Wizard
The Log
Hog Rider Furnace Skeleton Army
Earthquake
Hog Rider Furnace Skeleton Army
Arrows
Bats Furnace Skeleton Army
Royal Delivery
Bats Hog Rider Skeleton Army Baby Dragon Electro Wizard
Fireball
Hog Rider Furnace Skeleton Army Baby Dragon Electro Wizard
Poison
Bats Furnace Skeleton Army Electro Wizard
Lightning
Furnace Baby Dragon Electro Wizard
Rocket
Hog Rider Furnace

Against air swarms

Spells and units that can counter air swarms.

Furnace Rocket Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Furnace Rocket Baby Dragon The Log

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 Rocket Skeleton Army Baby Dragon

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.

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.

Furnace Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Skeleton Army Hog Rider Furnace Baby Dragon Electro Wizard Rocket

Shortest cycle

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

11 Bats The Log Skeleton Army Hog Rider

Attack Synergies 2 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 Baby Dragon
Hog Rider
Bats The Log Furnace Rocket Baby Dragon Electro Wizard
Furnace
Hog Rider Baby Dragon
Rocket
Hog Rider
Skeleton Army
Baby Dragon
Bats Hog Rider Furnace Electro Wizard
The Log
Hog Rider
Electro Wizard
Hog Rider Baby Dragon

Defense Synergies 0 11

Bats
Baby Dragon The Log Electro Wizard
Hog Rider
Furnace
Skeleton Army Baby Dragon Electro Wizard
Rocket
The Log
Skeleton Army
Furnace The Log Electro Wizard
Baby Dragon
Bats Furnace The Log
The Log
Bats Rocket Skeleton Army Baby Dragon Electro Wizard
Electro Wizard
Bats Furnace Skeleton Army The Log

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 Baby Dragon The Log Electro Wizard
Skeleton Army Bats Furnace The Log Electro Wizard
Furnace Rocket Skeleton Army Bats Electro Wizard
Skeleton Army Bats Furnace Electro Wizard
Rocket Skeleton Army The Log
Skeleton Army The Log Bats Furnace Baby Dragon Electro Wizard
Bats Furnace Rocket Electro Wizard Baby Dragon
Rocket Baby Dragon The Log Electro Wizard
Furnace Skeleton Army
Skeleton Army Electro Wizard
Bats Skeleton Army Electro Wizard Furnace Baby Dragon The Log
Bats Furnace Baby Dragon Electro Wizard
Furnace Skeleton Army Bats Rocket The Log Electro Wizard
Rocket Skeleton Army Bats Furnace Baby Dragon The Log Electro Wizard
Skeleton Army Furnace Electro Wizard
Rocket Skeleton Army Furnace The Log Electro Wizard
Bats Furnace Skeleton Army Electro Wizard
Bats Furnace Skeleton Army Baby Dragon The Log Electro Wizard
Furnace Baby Dragon The Log Bats Electro Wizard
Electro Wizard
Skeleton Army Bats Furnace Baby Dragon The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Furnace Electro Wizard
Electro Wizard Rocket Baby Dragon The Log
Skeleton Army Bats Furnace Rocket The Log Electro Wizard
Rocket Skeleton Army Bats The Log Electro Wizard
Skeleton Army
Furnace Rocket Bats Baby Dragon Electro Wizard
Rocket Skeleton Army Bats Furnace Electro Wizard
Skeleton Army
Rocket Electro Wizard Bats Skeleton Army Baby Dragon The Log
Skeleton Army
Bats
Rocket Skeleton Army The Log Electro Wizard
Rocket Skeleton Army
Furnace Skeleton Army Baby Dragon
Skeleton Army Electro Wizard Bats Furnace Rocket Baby Dragon The Log
Bats Baby Dragon The Log Electro 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.)

Rocket Baby Dragon The Log
Baby Dragon The Log Electro Wizard
Rocket Baby Dragon The Log
Rocket The Log
Rocket Furnace Baby Dragon The Log
Bats Furnace Rocket Baby Dragon
Furnace Baby Dragon The Log
The Log Baby Dragon
The Log
Rocket Bats Electro Wizard
Rocket The Log Electro Wizard
Rocket Baby Dragon
Rocket Baby Dragon The Log
Rocket Baby Dragon
Furnace Baby Dragon The Log
Rocket Furnace Baby Dragon The Log
Furnace Rocket Baby Dragon The Log
Rocket
Bats Rocket
Rocket Baby Dragon The Log Electro Wizard
Rocket Baby Dragon The Log
Rocket Baby Dragon The Log
Rocket
Rocket The Log
Rocket Baby Dragon The Log
The Log Furnace Baby Dragon
The Log Baby Dragon Electro Wizard
Baby Dragon The Log
Rocket Baby Dragon The Log
Bats Furnace Baby Dragon Electro Wizard
Rocket Electro Wizard Bats
Rocket The Log
Rocket Electro Wizard
Rocket The Log
Electro Wizard Bats Rocket Skeleton Army
Rocket Baby Dragon Electro Wizard
The Log
Rocket Baby Dragon Electro Wizard
The Log Baby Dragon
Rocket
Bats Rocket Baby Dragon The Log Electro Wizard
Bats Rocket Electro Wizard
Rocket Baby Dragon The Log Electro Wizard

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