My Best Clash Royale Deck

Deck Check Rating

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

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.

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 Archers Golem

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Hogs Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Lightning The Log

Punishments

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

Royal Hogs

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

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

Royal Hogs Golem

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.

Royal Hogs Golem

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 Royal Hogs Guards
Giant Snowball
Bats Archers Royal Hogs Guards
Zap
Bats Archers Royal Hogs Guards
Barbarian Barrel
Archers Royal Hogs Guards
The Log
Archers Royal Hogs Guards
Earthquake
Archers Royal Hogs Guards
Arrows
Bats Archers Royal Hogs Guards
Royal Delivery
Bats Archers Royal Hogs Guards
Fireball
Archers Royal Hogs
Poison
Bats Archers Royal Hogs Guards
Lightning
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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 Guards Golem

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Archers Arrows Guards Royal Hogs Lightning Golem

Shortest cycle

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

10 Bats The Log Archers Arrows

Attack Synergies 3 11

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
Royal Hogs Golem
Archers
Arrows Royal Hogs Golem
Arrows
Royal Hogs Golem Archers Lightning
Royal Hogs
Arrows Bats Archers Guards Lightning The Log
Guards
Royal Hogs The Log
Lightning
Golem Arrows Royal Hogs
Golem
Arrows Lightning Bats Archers The Log
The Log
Royal Hogs Guards Golem

Defense Synergies 0 6

Bats
The Log
Archers
Guards The Log
Arrows
Lightning
Royal Hogs
Guards
Archers The Log
Lightning
Arrows The Log
Golem
The Log
Bats Archers Guards Lightning

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.

Lightning The Log
Bats The Log
Bats Archers Lightning
Bats Guards
Lightning Arrows The Log
Arrows The Log Bats Archers Guards
Bats Lightning Archers Arrows
Lightning Arrows The Log
Guards Archers
Bats Archers Guards Arrows The Log
Arrows Bats Archers
Bats Guards Lightning The Log
Bats Arrows Guards The Log
Lightning The Log
Bats Arrows
Arrows Bats Archers Guards The Log
Arrows The Log Bats Archers Guards
Bats Archers Arrows Guards The Log

Counters to secondary win conditions

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

Guards Archers
Archers Arrows Lightning The Log
Guards Bats Lightning The Log
Guards Lightning Bats The Log
Guards
Arrows Bats Archers
Guards Bats Archers Lightning
Lightning Bats The Log
Guards
Bats Guards
Lightning Arrows Guards The Log
Lightning Guards
Archers
Guards Bats Archers Lightning The Log
Bats Arrows Archers The Log

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.)

Lightning Arrows Guards The Log
Arrows The Log
Lightning Arrows The Log
Lightning Arrows Guards The Log
Arrows The Log
Arrows Bats
Archers Arrows The Log
Arrows The Log Lightning
Arrows The Log Lightning
Lightning Bats Guards
Lightning Arrows The Log
Lightning Archers Arrows
Lightning The Log
Lightning Arrows
Lightning Arrows The Log
Lightning Arrows The Log
Lightning Arrows The Log
Lightning Arrows
Bats Lightning
Lightning Archers Arrows The Log
Lightning Arrows The Log
Lightning The Log
Lightning Arrows
Lightning The Log
Lightning Arrows The Log
Arrows The Log
Arrows The Log Lightning
Lightning Arrows The Log
Lightning Arrows The Log
Lightning Bats Archers Arrows
Lightning Bats Guards
Lightning
Lightning Arrows The Log
Lightning Arrows
Arrows Lightning The Log
Lightning Bats Archers Guards
Lightning Archers Arrows
Arrows The Log
Lightning
Arrows The Log Lightning
Lightning Arrows
Bats Guards Lightning The Log
Bats Lightning
Lightning The Log

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