My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Minions Wizard Inferno Dragon Magic Archer Ram Rider

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 Wizard Inferno Dragon Magic Archer Ram Rider

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel Ram Rider

Damage spells

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

Missing

Punishments

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

Hog Rider Goblin Barrel Ram Rider

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Hog Rider Magic Archer Ram 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 Goblin Barrel Magic Archer Ram 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 Minions Hog Rider Goblin Barrel Inferno Dragon Ram Rider
Giant Snowball
Bats Minions Hog Rider Goblin Barrel Inferno Dragon Ram Rider
Zap
Bats Minions Goblin Barrel Inferno Dragon Ram Rider
Barbarian Barrel
Wizard Goblin Barrel Magic Archer
The Log
Hog Rider Goblin Barrel Ram Rider
Earthquake
Hog Rider Goblin Barrel
Arrows
Bats Minions Goblin Barrel
Royal Delivery
Bats Minions Hog Rider Wizard Goblin Barrel Inferno Dragon Magic Archer Ram Rider
Fireball
Minions Hog Rider Wizard Goblin Barrel Inferno Dragon Magic Archer Ram Rider
Poison
Bats Minions Wizard Magic Archer
Lightning
Wizard Inferno Dragon Magic Archer Ram Rider
Rocket
Hog Rider Wizard Inferno Dragon Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Magic Archer

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 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.

Goblin Barrel

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.

Minions Wizard Goblin Barrel

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 Minions Goblin Barrel Hog Rider Inferno Dragon Magic Archer Wizard Ram Rider

Shortest cycle

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

12 Bats Minions Goblin Barrel Hog Rider

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
Hog Rider Minions Goblin Barrel Inferno Dragon Ram Rider
Minions
Hog Rider Bats Inferno Dragon Ram Rider
Hog Rider
Bats Minions Wizard Goblin Barrel Magic Archer
Wizard
Hog Rider Ram Rider
Goblin Barrel
Bats Hog Rider Ram Rider
Inferno Dragon
Bats Minions
Magic Archer
Ram Rider Hog Rider
Ram Rider
Magic Archer Bats Minions Wizard Goblin Barrel

Defense Synergies 0 4

Bats
Minions Inferno Dragon
Minions
Bats Ram Rider
Hog Rider
Wizard
Goblin Barrel
Inferno Dragon
Bats
Magic Archer
Ram Rider
Ram Rider
Minions Magic Archer

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.

Minions Wizard Magic Archer Ram Rider
Inferno Dragon Bats Minions Ram Rider
Ram Rider Bats Minions Inferno Dragon
Inferno Dragon Bats Minions Ram Rider
Bats Minions Magic Archer
Bats Minions Inferno Dragon Ram Rider Wizard Magic Archer
Magic Archer Ram Rider
Inferno Dragon Minions
Bats Minions Wizard Magic Archer Ram Rider
Minions Inferno Dragon Bats Wizard Magic Archer Ram Rider
Bats Minions Wizard Ram Rider
Wizard Bats Minions Magic Archer
Inferno Dragon Ram Rider
Inferno Dragon Ram Rider
Wizard Bats Minions
Bats Minions Wizard Magic Archer Ram Rider
Wizard Bats Minions Inferno Dragon Magic Archer Ram Rider
Inferno Dragon Ram Rider
Wizard Bats Minions

Counters to secondary win conditions

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

Wizard Inferno Dragon Magic Archer
Bats Minions Ram Rider
Bats Ram Rider
Inferno Dragon Ram Rider
Wizard Bats Minions Magic Archer Ram Rider
Bats Minions Ram Rider
Inferno Dragon
Bats Minions Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Bats Minions
Wizard Ram Rider
Wizard Magic Archer
Bats Minions Inferno Dragon Magic Archer
Bats Minions Wizard Inferno Dragon 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
Magic Archer Ram Rider
Magic Archer
Wizard Magic Archer
Wizard Bats Minions Magic Archer Ram Rider
Wizard Magic Archer
Wizard Magic Archer Ram Rider
Wizard Ram Rider
Bats Minions
Wizard Magic Archer Ram Rider
Wizard Magic Archer
Magic Archer
Minions Magic Archer
Magic Archer
Wizard Magic Archer
Magic Archer Wizard
Bats Minions
Wizard Magic Archer
Wizard Magic Archer
Minions Magic Archer
Wizard
Wizard Magic Archer
Inferno Dragon
Wizard Magic Archer Ram Rider
Wizard Magic Archer Ram Rider
Magic Archer
Bats Wizard Magic Archer
Bats Minions Wizard
Wizard Magic Archer
Magic Archer
Wizard Magic Archer
Bats Minions Magic Archer
Wizard Magic Archer Ram Rider
Wizard Magic Archer
Wizard Magic Archer
Bats Minions Magic Archer
Bats Magic Archer
Magic Archer

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