My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Archers Tesla

Defensive buildings

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

Tesla

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 Knight Tesla

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

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.

Knight 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 Guards
Giant Snowball
Bats Archers Hog Rider Guards
Zap
Bats Archers Guards
Barbarian Barrel
Archers Knight Tesla Guards
The Log
Archers Hog Rider Guards
Earthquake
Archers Tesla Hog Rider Guards
Arrows
Bats Archers Guards
Royal Delivery
Bats Archers Knight Hog Rider Guards
Fireball
Archers Tesla Hog Rider
Poison
Bats Archers Guards
Lightning
Knight Tesla
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket

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 Knight Rocket Guards

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 Knight Guards Tesla Hog Rider Rocket

Shortest cycle

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

11 Bats Archers Arrows Knight

Attack Synergies 5 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
Knight Hog Rider
Archers
Knight Arrows Hog Rider
Arrows
Hog Rider Archers Knight
Knight
Bats Archers Hog Rider Arrows
Tesla
Hog Rider
Bats Arrows Knight Archers Rocket Guards
Rocket
Hog Rider
Guards
Hog Rider

Defense Synergies 3 6

Bats
Knight Tesla
Archers
Knight Tesla Guards
Arrows
Knight Tesla
Knight
Bats Archers Tesla Arrows
Tesla
Knight Bats Archers Arrows Guards
Hog Rider
Rocket
Guards
Archers Tesla

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 Knight Tesla
Bats Knight Tesla
Tesla Rocket Bats Archers Knight
Tesla Bats Knight Guards
Arrows Rocket
Arrows Bats Archers Tesla Guards
Bats Tesla Rocket Archers Arrows
Rocket Arrows Tesla
Tesla
Knight Guards Archers Tesla
Bats Archers Guards Arrows Knight Tesla
Arrows Tesla Bats Archers
Tesla Bats Knight Rocket Guards
Rocket Bats Arrows Tesla Guards
Knight Tesla
Rocket Tesla
Tesla Bats Arrows Knight
Arrows Tesla Bats Archers Knight Guards
Arrows Bats Archers Knight Tesla Guards
Tesla
Bats Archers Arrows Knight Tesla Guards

Counters to secondary win conditions

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

Knight Guards Archers Tesla
Archers Arrows Knight Tesla Rocket
Guards Bats Knight Rocket
Rocket Guards Bats Knight Tesla
Knight Tesla Guards
Arrows Rocket Bats Archers Tesla
Rocket Guards Bats Archers Knight Tesla
Knight Tesla
Rocket Bats Knight
Tesla Guards
Bats Knight Tesla Guards
Rocket Arrows Guards
Rocket Knight Tesla Guards
Archers Tesla
Tesla Guards Bats Archers Knight Rocket
Bats Arrows Archers Tesla

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 Knight Rocket Guards
Arrows
Rocket Arrows
Arrows Knight Rocket Guards
Rocket Arrows
Arrows Bats Rocket
Archers Arrows
Arrows
Arrows
Rocket Bats Guards
Rocket Arrows Knight
Archers Arrows Rocket
Rocket Knight
Arrows Rocket
Arrows
Rocket Arrows
Arrows Rocket
Arrows Rocket
Bats Rocket
Rocket Archers Arrows
Rocket Arrows
Rocket
Rocket Arrows
Rocket
Rocket Arrows
Arrows
Arrows
Arrows
Rocket Arrows
Bats Archers Arrows
Rocket Bats Guards
Arrows Rocket
Rocket Arrows
Rocket Arrows
Bats Archers Rocket Guards
Rocket Archers Arrows
Arrows
Knight Rocket
Arrows
Rocket Arrows
Bats Rocket Guards
Bats Rocket
Rocket

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: