My Best Clash Royale Deck

Deck Check Rating

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

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 Inferno Tower Wizard Magic Archer

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 Wizard Magic Archer

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.

Rage 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.

Missing

Dropped at the bridge

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

Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log 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 Inferno Tower Rage 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.

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.

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 Rage The Log Skeleton Army Hog Rider Magic Archer Inferno Tower Wizard

Shortest cycle

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

9 Bats Rage The Log Skeleton Army

Attack Synergies 3 5

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 Rage
Hog Rider
Bats Rage The Log Wizard Magic Archer
Inferno Tower
Wizard
Hog Rider Rage
Rage
Hog Rider Bats Wizard
Skeleton Army
The Log
Hog Rider Magic Archer
Magic Archer
Hog Rider The Log

Defense Synergies 2 7

Bats
Inferno Tower The Log
Hog Rider
Inferno Tower
Skeleton Army The Log Bats
Wizard
Skeleton Army The Log
Rage
Skeleton Army
Inferno Tower Wizard The Log Magic Archer
The Log
Inferno Tower Bats Wizard Skeleton Army Magic Archer
Magic Archer
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.

Inferno Tower Wizard The Log Magic Archer
Inferno Tower Skeleton Army Bats The Log
Inferno Tower Skeleton Army Bats
Inferno Tower Skeleton Army Bats
Skeleton Army The Log
Skeleton Army The Log Bats Magic Archer
Bats Inferno Tower Wizard Magic Archer
Inferno Tower The Log Magic Archer
Inferno Tower Skeleton Army
Skeleton Army Inferno Tower
Bats Skeleton Army Wizard The Log Magic Archer
Inferno Tower Bats Wizard Magic Archer
Inferno Tower Skeleton Army Bats Wizard The Log
Wizard Skeleton Army Bats The Log Magic Archer
Inferno Tower Skeleton Army
Inferno Tower Skeleton Army The Log
Wizard Bats Inferno Tower Skeleton Army
Bats Wizard Skeleton Army The Log Magic Archer
Wizard The Log Bats Magic Archer
Inferno Tower
Wizard Skeleton Army Bats The Log

Counters to secondary win conditions

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

Skeleton Army Inferno Tower
Wizard The Log Magic Archer
Skeleton Army Bats Inferno Tower The Log
Skeleton Army Bats Inferno Tower The Log
Inferno Tower Skeleton Army
Wizard Bats Magic Archer
Skeleton Army Bats Inferno Tower
Inferno Tower Skeleton Army
Bats Inferno Tower Skeleton Army The Log Magic Archer
Inferno Tower Skeleton Army
Bats Inferno Tower
Skeleton Army The Log
Skeleton Army Inferno Tower Wizard
Wizard Skeleton Army Magic Archer
Inferno Tower Skeleton Army Bats The Log Magic Archer
Bats Inferno Tower Wizard The Log Magic Archer
Inferno Tower
Inferno Tower Skeleton Army

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.)

Magic Archer The Log
The Log Magic Archer
The Log Magic Archer
The Log
Wizard The Log Magic Archer
Wizard Bats Magic Archer
Wizard The Log Magic Archer
The Log Wizard Magic Archer
The Log Wizard
Bats
Wizard The Log Magic Archer
Wizard Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
Wizard The Log Magic Archer
Magic Archer Wizard The Log
Bats
Wizard The Log Magic Archer
Wizard The Log Magic Archer
The Log Magic Archer
Wizard
The Log
The Log
The Log Wizard Magic Archer
The Log Wizard Magic Archer
Wizard The Log Magic Archer
The Log Magic Archer
Bats Wizard Magic Archer
Bats Wizard
Wizard The Log Magic Archer
Magic Archer
Wizard The Log Magic Archer
Bats Skeleton Army Magic Archer
Wizard Magic Archer
The Log
Wizard Magic Archer
The Log Wizard Magic Archer
Bats The Log Magic Archer
Bats Magic Archer
The Log Magic Archer
Wizard

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