My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard

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.

Skeletons Bats Knight Wizard

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.

Zap Rocket Freeze

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
Skeletons Bats Hog Rider
Giant Snowball
Skeletons Bats Hog Rider
Zap
Skeletons Bats
Barbarian Barrel
Skeletons Knight Wizard
The Log
Skeletons Hog Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Knight Hog Rider Wizard
Fireball
Hog Rider Wizard
Poison
Bats Wizard
Lightning
Knight Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Rocket Freeze

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 Knight Rocket Freeze

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.

Wizard

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.

Skeletons Bats Zap Knight Hog Rider Freeze Wizard Rocket

Shortest cycle

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

8 Skeletons Bats Zap Knight

Attack Synergies 5 6

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.

Skeletons
Bats
Knight Hog Rider Zap
Zap
Hog Rider Bats Knight Freeze
Knight
Bats Hog Rider Zap Wizard
Hog Rider
Bats Zap Knight Freeze Wizard Rocket
Wizard
Knight Hog Rider
Rocket
Hog Rider
Freeze
Hog Rider Zap

Defense Synergies 1 9

Skeletons
Bats Zap Knight Wizard
Bats
Knight Skeletons Zap Freeze
Zap
Skeletons Bats Knight
Knight
Bats Skeletons Zap Wizard
Hog Rider
Wizard
Skeletons Knight Freeze
Rocket
Freeze
Bats Wizard

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 Zap Knight Wizard
Skeletons Bats Zap Knight
Rocket Skeletons Bats Knight Freeze
Skeletons Bats Knight
Rocket
Freeze Skeletons Bats Zap
Bats Rocket Zap Wizard Freeze
Rocket Zap
Skeletons
Knight Skeletons
Bats Skeletons Zap Knight Wizard Freeze
Bats Zap Wizard
Skeletons Bats Zap Knight Wizard Rocket Freeze
Wizard Rocket Bats Zap Freeze
Knight
Rocket Zap Freeze
Wizard Skeletons Bats Knight
Bats Zap Knight Wizard
Zap Wizard Freeze Bats Knight
Wizard Bats Knight

Counters to secondary win conditions

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

Knight Skeletons Zap
Zap Knight Wizard Rocket
Skeletons Bats Zap Knight Rocket
Rocket Bats Zap Knight
Skeletons Knight
Wizard Rocket Skeletons Bats Zap Freeze
Rocket Skeletons Bats Knight
Knight
Zap Rocket Freeze Skeletons Bats Knight
Skeletons
Bats Knight
Rocket Zap
Rocket Skeletons Knight Wizard
Wizard
Skeletons Bats Zap Knight Rocket Freeze
Bats Zap Wizard Freeze

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.)

Knight Rocket Freeze
Zap
Rocket
Knight Rocket Freeze
Wizard Rocket Zap
Wizard Bats Zap Rocket Freeze
Wizard
Zap Wizard Freeze
Zap Wizard
Rocket Bats
Rocket Zap Knight Wizard
Zap Wizard Rocket
Rocket Knight
Rocket Freeze
Zap
Rocket Zap Wizard
Wizard Rocket
Rocket Freeze
Bats Rocket
Rocket Zap Wizard
Rocket Zap Wizard
Rocket
Rocket Wizard
Rocket
Rocket Zap
Zap Freeze Wizard
Zap Wizard
Zap Wizard
Rocket Zap
Bats Zap Wizard
Zap Rocket Bats Wizard Freeze
Zap Wizard Rocket
Zap Rocket Freeze
Rocket Wizard
Zap Bats Rocket Freeze
Rocket Zap Wizard
Freeze
Knight Wizard Rocket
Zap Wizard
Rocket Zap
Zap Bats Rocket Freeze
Bats Zap Rocket
Zap Rocket Freeze

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