My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats 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.

Bomber Bats P.E.K.K.A 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.

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.

Electro Spirit Fire Spirit Hog Rider P.E.K.K.A 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.

Electro Spirit 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
Bomber Bats Hog Rider
Giant Snowball
Fire Spirit Bomber Bats Hog Rider
Zap
Fire Spirit Bomber Bats
Barbarian Barrel
Electro Spirit Fire Spirit Bomber Magic Archer
The Log
Electro Spirit Fire Spirit Bomber Hog Rider
Earthquake
Bomber Hog Rider
Arrows
Electro Spirit Fire Spirit Bomber Bats
Royal Delivery
Electro Spirit Fire Spirit Bomber Bats Hog Rider P.E.K.K.A Magic Archer
Fireball
Bomber Hog Rider Magic Archer
Poison
Bomber Bats Magic Archer
Lightning
Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Bomber 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.

Electro Spirit Fire Spirit Bats P.E.K.K.A

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.

Fire Spirit

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Bomber Bats The Log Hog Rider Magic Archer P.E.K.K.A

Shortest cycle

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

6 Electro Spirit Fire Spirit Bomber Bats

Attack Synergies 5 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.

Electro Spirit
Hog Rider P.E.K.K.A
Fire Spirit
Hog Rider P.E.K.K.A
Bomber
Bats Hog Rider P.E.K.K.A
Bats
Hog Rider Bomber P.E.K.K.A
Hog Rider
Fire Spirit Bats The Log Electro Spirit Bomber Magic Archer
P.E.K.K.A
Fire Spirit Magic Archer Electro Spirit Bomber Bats The Log
The Log
Hog Rider P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Hog Rider The Log

Defense Synergies 1 9

Electro Spirit
The Log
Fire Spirit
P.E.K.K.A The Log
Bomber
Bats P.E.K.K.A The Log
Bats
Bomber P.E.K.K.A The Log
Hog Rider
P.E.K.K.A
The Log Fire Spirit Bomber Bats
The Log
P.E.K.K.A Electro Spirit Fire Spirit Bomber Bats Magic Archer
Magic Archer
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.

Bomber The Log Magic Archer
P.E.K.K.A Bomber Bats The Log
P.E.K.K.A Fire Spirit Bomber Bats
P.E.K.K.A Bomber Bats
Bomber P.E.K.K.A The Log
The Log Electro Spirit Fire Spirit Bomber Bats Magic Archer
Bats Electro Spirit Fire Spirit Magic Archer
Electro Spirit P.E.K.K.A The Log Magic Archer
P.E.K.K.A
Fire Spirit Bomber
Bats Electro Spirit Bomber The Log Magic Archer
Bats Magic Archer
P.E.K.K.A Fire Spirit Bomber Bats The Log
Fire Spirit Bomber Electro Spirit Bats P.E.K.K.A The Log Magic Archer
P.E.K.K.A
P.E.K.K.A The Log
Bomber Bats P.E.K.K.A
Fire Spirit Electro Spirit Bomber Bats The Log Magic Archer
The Log Electro Spirit Fire Spirit Bomber Bats Magic Archer
P.E.K.K.A
Bomber Electro Spirit Fire Spirit Bats P.E.K.K.A The Log

Counters to secondary win conditions

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

P.E.K.K.A
Bomber The Log Magic Archer
P.E.K.K.A Bats The Log
P.E.K.K.A Bats The Log
P.E.K.K.A
Fire Spirit Electro Spirit Bats Magic Archer
P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Electro Spirit Bats The Log Magic Archer
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A The Log
P.E.K.K.A
Bomber Magic Archer
Electro Spirit Bomber Bats P.E.K.K.A The Log Magic Archer
Bats Electro Spirit Bomber P.E.K.K.A The Log 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.)

Magic Archer The Log
The Log Magic Archer
The Log Magic Archer
The Log
Bomber Fire Spirit The Log Magic Archer
Electro Spirit Fire Spirit Bats Magic Archer
Fire Spirit Bomber The Log Magic Archer
The Log Fire Spirit Magic Archer
The Log
Fire Spirit Bats
The Log Magic Archer
Fire Spirit Magic Archer
Fire Spirit The Log Magic Archer
Magic Archer
The Log Magic Archer
Bomber The Log Magic Archer
Magic Archer The Log
Bomber Bats
Fire Spirit Bomber The Log Magic Archer
Fire Spirit Bomber The Log Magic Archer
The Log Magic Archer
The Log
The Log
The Log Electro Spirit Fire Spirit Bomber Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
Fire Spirit Bats Magic Archer
Electro Spirit Bats
Bomber The Log Magic Archer
Electro Spirit Magic Archer
P.E.K.K.A
The Log Magic Archer
Electro Spirit Fire Spirit Bats Magic Archer
Fire Spirit Magic Archer
The Log
Magic Archer
The Log Bomber Magic Archer
P.E.K.K.A
Electro Spirit Bats The Log Magic Archer
Bats Magic Archer
The Log Magic Archer

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