My Best Clash Royale Deck

Deck Check Rating

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

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 Baby Dragon Inferno Dragon

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 Baby Dragon Royal Ghost Bandit Inferno Dragon

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.

The Log

Punishments

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

Hog Rider Royal Ghost Bandit

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 Baby Dragon Royal Ghost Bandit

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 Royal Ghost Bandit

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 Bandit Inferno Dragon
Giant Snowball
Bats Hog Rider Skeleton Army Baby Dragon Inferno Dragon
Zap
Bats Skeleton Army Bandit Inferno Dragon
Barbarian Barrel
Skeleton Army Royal Ghost Bandit
The Log
Hog Rider Skeleton Army Bandit
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Hog Rider Skeleton Army Baby Dragon Royal Ghost Bandit Inferno Dragon
Fireball
Hog Rider Skeleton Army Baby Dragon Bandit Inferno Dragon
Poison
Bats Skeleton Army
Lightning
Baby Dragon Bandit Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon The Log Royal Ghost

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 Skeleton Army Baby Dragon Royal Ghost Inferno 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

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.

RIP

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 Royal Ghost Bandit Hog Rider Baby Dragon Inferno Dragon

Shortest cycle

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

10 Bats The Log Skeleton Army Royal Ghost

Attack Synergies 2 9

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 Bandit Inferno Dragon
Hog Rider
Bats The Log Baby Dragon Bandit
Skeleton Army
Baby Dragon
Bats Hog Rider Bandit Inferno Dragon
The Log
Hog Rider Bandit
Royal Ghost
Bandit
Bandit
Bats Hog Rider Baby Dragon The Log Royal Ghost
Inferno Dragon
Bats Baby Dragon

Defense Synergies 0 13

Bats
Baby Dragon The Log Bandit Inferno Dragon
Hog Rider
Skeleton Army
The Log Bandit Inferno Dragon
Baby Dragon
Bats The Log Bandit Inferno Dragon
The Log
Bats Skeleton Army Baby Dragon Royal Ghost Bandit Inferno Dragon
Royal Ghost
The Log
Bandit
Bats Skeleton Army Baby Dragon The Log
Inferno Dragon
Bats Skeleton Army Baby Dragon 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.

Baby Dragon The Log
Skeleton Army Inferno Dragon Bats The Log Bandit
Skeleton Army Bats Bandit Inferno Dragon
Skeleton Army Inferno Dragon Bats Bandit
Skeleton Army The Log
Skeleton Army The Log Bats Baby Dragon Royal Ghost Bandit
Bats Inferno Dragon Baby Dragon
Baby Dragon The Log Bandit
Inferno Dragon Skeleton Army
Skeleton Army Royal Ghost Bandit
Bats Skeleton Army Baby Dragon The Log Royal Ghost Bandit
Inferno Dragon Bats Baby Dragon
Skeleton Army Bats The Log Bandit
Skeleton Army Bats Baby Dragon The Log Royal Ghost
Skeleton Army Inferno Dragon Bandit
Skeleton Army The Log Bandit Inferno Dragon
Bats Skeleton Army
Bats Skeleton Army Baby Dragon The Log Royal Ghost Bandit
Baby Dragon The Log Bats Royal Ghost Bandit Inferno Dragon
Inferno Dragon
Skeleton Army Royal Ghost Bats Baby Dragon The Log Bandit

Counters to secondary win conditions

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

Skeleton Army Royal Ghost Bandit
Bandit Baby Dragon The Log Royal Ghost Inferno Dragon
Skeleton Army Bandit Bats The Log
Skeleton Army Bats The Log Bandit
Skeleton Army Bandit Inferno Dragon
Bats Baby Dragon
Skeleton Army Bats Bandit
Skeleton Army Inferno Dragon
Bats Skeleton Army Baby Dragon The Log Bandit Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Bats
Skeleton Army The Log
Skeleton Army Bandit
Skeleton Army Baby Dragon
Skeleton Army Bats Baby Dragon The Log Inferno Dragon
Bats Baby Dragon The Log Royal Ghost Inferno 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.)

Baby Dragon The Log Royal Ghost Bandit
Baby Dragon The Log Royal Ghost Bandit
Baby Dragon The Log Bandit
The Log
Baby Dragon The Log
Bats Baby Dragon
Baby Dragon The Log
The Log Baby Dragon
The Log Bandit
Bats
The Log Bandit
Baby Dragon
Baby Dragon The Log Bandit
Baby Dragon Bandit
Baby Dragon The Log
Baby Dragon The Log Bandit
Baby Dragon The Log Bandit
Bats
Baby Dragon The Log Bandit
Baby Dragon The Log
Baby Dragon The Log
The Log
Baby Dragon The Log
The Log Baby Dragon
Inferno Dragon
The Log Baby Dragon Royal Ghost Bandit
Baby Dragon The Log Bandit
Baby Dragon The Log Bandit
Bats Baby Dragon
Bats
The Log Bandit
The Log
Bats Skeleton Army Bandit
Baby Dragon
The Log
Baby Dragon
The Log Baby Dragon
Bats Baby Dragon The Log
Bats
Baby Dragon The Log Royal Ghost Bandit

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