My Best Clash Royale Deck

Deck Check Rating

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

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 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 Magic Archer Night Witch

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 Royal Giant Magic Archer Night Witch

Offensive cards

Win conditions

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

Royal Giant Hog Rider Goblin Barrel

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.

Royal Giant Hog Rider Goblin Barrel

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.

Royal Giant Hog Rider 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.

Hog Rider Goblin Barrel 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
Bats Royal Giant Hog Rider Goblin Barrel Skeleton Army Night Witch
Giant Snowball
Bats Hog Rider Goblin Barrel Skeleton Army Night Witch
Zap
Bats Royal Giant Goblin Barrel Skeleton Army Night Witch
Barbarian Barrel
Goblin Barrel Skeleton Army Magic Archer Night Witch
The Log
Royal Giant Hog Rider Goblin Barrel Skeleton Army
Earthquake
Hog Rider Goblin Barrel Skeleton Army
Arrows
Bats Goblin Barrel Skeleton Army Night Witch
Royal Delivery
Bats Hog Rider Goblin Barrel Skeleton Army Magic Archer Night Witch
Fireball
Hog Rider Goblin Barrel Skeleton Army Magic Archer Night Witch
Poison
Bats Skeleton Army Magic Archer Night Witch
Lightning
Magic Archer Night Witch
Rocket
Hog Rider Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

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.

Bats Skeleton Army Night Witch

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.

Royal Giant Goblin Barrel Skeleton Army

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Goblin Barrel Skeleton Army Hog Rider Magic Archer Night Witch Royal Giant

Shortest cycle

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

10 Bats The Log Goblin Barrel Skeleton Army

Attack Synergies 4 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.

Bats
Royal Giant Hog Rider Goblin Barrel
Royal Giant
Bats Goblin Barrel Hog Rider The Log Magic Archer Night Witch
Hog Rider
Bats The Log Royal Giant Goblin Barrel Magic Archer
Goblin Barrel
Royal Giant Bats Hog Rider Skeleton Army
Skeleton Army
Goblin Barrel
The Log
Hog Rider Royal Giant Magic Archer
Magic Archer
Royal Giant Hog Rider The Log
Night Witch
Royal Giant

Defense Synergies 0 6

Bats
The Log
Royal Giant
Hog Rider
Goblin Barrel
Skeleton Army
The Log Magic Archer
The Log
Bats Skeleton Army Magic Archer Night Witch
Magic Archer
Skeleton Army The Log Night Witch
Night Witch
The Log 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.

The Log Magic Archer
Skeleton Army Bats The Log Night Witch
Skeleton Army Bats Night Witch
Skeleton Army Night Witch Bats
Skeleton Army The Log
Skeleton Army The Log Bats Magic Archer Night Witch
Bats Magic Archer Night Witch
The Log Magic Archer
Skeleton Army Night Witch
Skeleton Army Night Witch
Bats Skeleton Army The Log Magic Archer Night Witch
Bats Magic Archer Night Witch
Skeleton Army Night Witch Bats The Log
Skeleton Army Bats The Log Magic Archer Night Witch
Skeleton Army
Skeleton Army The Log
Bats Skeleton Army Night Witch
Bats Skeleton Army The Log Magic Archer Night Witch
The Log Bats Magic Archer
Skeleton Army Bats The Log Night Witch

Counters to secondary win conditions

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

Skeleton Army
The Log Magic Archer
Skeleton Army Bats The Log
Skeleton Army Bats The Log Night Witch
Skeleton Army Night Witch
Bats Magic Archer
Skeleton Army Bats Night Witch
Skeleton Army
Bats Skeleton Army The Log Magic Archer
Skeleton Army
Bats
Skeleton Army The Log
Skeleton Army Night Witch
Skeleton Army Magic Archer
Skeleton Army Bats The Log Magic Archer Night Witch
Bats 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
The Log Magic Archer
Bats Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
Bats Night Witch
The Log Magic Archer
Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
Bats Night Witch
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer Night Witch
The Log
The Log
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
Bats Magic Archer Night Witch
Bats
Night Witch
The Log Magic Archer Night Witch
Magic Archer
The Log Magic Archer
Bats Skeleton Army Magic Archer Night Witch
Magic Archer
The Log
Magic Archer
The Log Magic Archer
Bats The Log Magic Archer
Bats Magic Archer
The Log Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: