My Best Clash Royale Deck

Deck Check Rating

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

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 Archers

Defensive buildings

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

Bomb 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 Archers

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.

Arrows Rocket Freeze

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.

Barbarians 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

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 Archers Hog Rider
Giant Snowball
Bats Archers Barbarians Hog Rider
Zap
Bats Archers
Barbarian Barrel
Archers Barbarians Bomb Tower
The Log
Archers Barbarians Hog Rider
Earthquake
Archers Barbarians Bomb Tower Hog Rider
Arrows
Bats Archers
Royal Delivery
Bats Archers Barbarians Hog Rider
Fireball
Archers Barbarians Bomb Tower Hog Rider
Poison
Bats Archers Barbarians Bomb Tower
Lightning
Bomb Tower
Rocket
Barbarians Bomb Tower Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Rocket Freeze

Ladder info

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 Arrows Rocket Freeze

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.

Barbarians

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Arrows Bomb Tower Hog Rider Freeze Barbarians Rocket

Shortest cycle

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

12 Bats Archers Arrows Bomb Tower

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
Archers
Arrows Hog Rider
Arrows
Hog Rider Archers Freeze
Barbarians
Hog Rider
Bomb Tower
Hog Rider
Bats Arrows Freeze Archers Barbarians Rocket
Rocket
Hog Rider
Freeze
Hog Rider Arrows

Defense Synergies 0 5

Bats
Bomb Tower Freeze
Archers
Bomb Tower
Arrows
Barbarians Bomb Tower
Barbarians
Arrows
Bomb Tower
Bats Archers Arrows
Hog Rider
Rocket
Freeze
Bats

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
Barbarians Bomb Tower Bats
Barbarians Bomb Tower Rocket Bats Archers Freeze
Barbarians Bomb Tower Bats
Arrows Barbarians Bomb Tower Rocket
Arrows Freeze Bats Archers Bomb Tower
Bats Rocket Archers Arrows Bomb Tower Freeze
Rocket Arrows Barbarians Bomb Tower
Barbarians Bomb Tower
Archers Barbarians
Bats Archers Barbarians Arrows Bomb Tower Freeze
Arrows Bats Archers
Barbarians Bomb Tower Bats Rocket Freeze
Bomb Tower Rocket Bats Arrows Barbarians Freeze
Barbarians Bomb Tower
Barbarians Bomb Tower Rocket Freeze
Barbarians Bomb Tower Bats Arrows
Arrows Bomb Tower Bats Archers Barbarians
Arrows Bomb Tower Freeze Bats Archers Barbarians
Barbarians Bomb Tower
Bats Archers Arrows Barbarians Bomb Tower

Counters to secondary win conditions

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

Barbarians Archers
Archers Arrows Bomb Tower Rocket
Barbarians Bats Bomb Tower Rocket
Rocket Bats Barbarians
Barbarians
Arrows Rocket Bats Archers Bomb Tower Freeze
Rocket Bats Archers Barbarians Bomb Tower
Barbarians Bomb Tower
Rocket Freeze Bats Barbarians Bomb Tower
Barbarians
Bats Barbarians Bomb Tower
Rocket Arrows Barbarians
Barbarians Rocket Bomb Tower
Archers Barbarians Bomb Tower
Barbarians Bats Archers Bomb Tower Rocket Freeze
Bats Arrows Archers Barbarians Bomb Tower Freeze

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.)

Arrows Rocket Freeze
Arrows
Rocket Arrows
Arrows Barbarians Rocket Freeze
Rocket Arrows
Arrows Bats Rocket Freeze
Archers Arrows
Arrows Freeze
Arrows
Rocket Bats
Rocket Arrows
Archers Arrows Rocket
Rocket
Arrows Rocket Freeze
Arrows
Rocket Arrows
Arrows Rocket
Arrows Rocket Freeze
Bats Rocket
Rocket Archers Arrows
Rocket Arrows
Rocket
Rocket Arrows
Rocket
Rocket Arrows Barbarians
Arrows Freeze
Arrows
Arrows
Rocket Arrows
Bats Archers Arrows
Rocket Bats Freeze
Arrows Rocket
Rocket Arrows Freeze
Rocket Arrows
Bats Archers Barbarians Rocket Freeze
Rocket Archers Arrows
Freeze
Arrows
Rocket
Arrows
Rocket Arrows
Bats Rocket Freeze
Bats Rocket
Rocket Freeze

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