My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Magic Archer

Defensive buildings

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

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Ice Spirit Bats Knight Magic Archer

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 Fireball

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.

Fireball

Dropped at the bridge

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

Ice Spirit Knight 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 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 Hog Rider
Giant Snowball
Bats Hog Rider
Zap
Bats
Barbarian Barrel
Ice Spirit Knight Bomb Tower Magic Archer
The Log
Ice Spirit Hog Rider
Earthquake
Bomb Tower Hog Rider
Arrows
Ice Spirit Bats
Royal Delivery
Ice Spirit Bats Knight Hog Rider Magic Archer
Fireball
Bomb Tower Hog Rider Magic Archer
Poison
Bats Bomb Tower Magic Archer
Lightning
Knight Bomb Tower Magic Archer
Rocket
Bomb Tower Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Bomb Tower 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.

Ice Spirit Bats Knight

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.

Fireball

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.

Ice Spirit Fireball

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Zap Knight Fireball Bomb Tower Hog Rider Magic Archer

Shortest cycle

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

8 Ice Spirit Bats Zap Knight

Attack Synergies 9 8

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.

Ice Spirit
Zap Knight Hog Rider Bats
Bats
Knight Hog Rider Ice Spirit Zap
Zap
Ice Spirit Fireball Hog Rider Bats Knight Magic Archer
Knight
Ice Spirit Bats Hog Rider Zap Fireball Magic Archer
Fireball
Zap Hog Rider Knight Magic Archer
Bomb Tower
Hog Rider
Ice Spirit Bats Zap Knight Fireball Magic Archer
Magic Archer
Zap Knight Fireball Hog Rider

Defense Synergies 6 12

Ice Spirit
Zap Bats Knight Fireball Bomb Tower Magic Archer
Bats
Knight Ice Spirit Zap Bomb Tower
Zap
Ice Spirit Fireball Bomb Tower Bats Knight Magic Archer
Knight
Bats Bomb Tower Magic Archer Ice Spirit Zap Fireball
Fireball
Zap Ice Spirit Knight Bomb Tower
Bomb Tower
Zap Knight Ice Spirit Bats Fireball Magic Archer
Hog Rider
Magic Archer
Knight Ice Spirit Zap Bomb Tower

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.

Zap Knight Fireball Magic Archer
Bomb Tower Ice Spirit Bats Zap Knight
Bomb Tower Bats Knight
Bomb Tower Bats Knight
Fireball Bomb Tower
Fireball Bats Zap Bomb Tower Magic Archer
Bats Ice Spirit Zap Fireball Bomb Tower Magic Archer
Zap Fireball Bomb Tower Magic Archer
Bomb Tower
Knight Ice Spirit
Bats Zap Knight Fireball Bomb Tower Magic Archer
Bats Zap Fireball Magic Archer
Bomb Tower Ice Spirit Bats Zap Knight Fireball
Fireball Bomb Tower Ice Spirit Bats Zap Magic Archer
Knight Bomb Tower
Bomb Tower Ice Spirit Zap Fireball
Bomb Tower Bats Knight Fireball
Ice Spirit Fireball Bomb Tower Bats Zap Knight Magic Archer
Zap Bomb Tower Ice Spirit Bats Knight Fireball Magic Archer
Bomb Tower
Bats Knight Fireball Bomb Tower

Counters to secondary win conditions

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

Knight Zap Fireball
Fireball Zap Knight Bomb Tower Magic Archer
Ice Spirit Bats Zap Knight Bomb Tower
Bats Zap Knight Fireball
Knight
Fireball Ice Spirit Bats Zap Bomb Tower Magic Archer
Bats Knight Fireball Bomb Tower
Knight Bomb Tower
Zap Ice Spirit Bats Knight Fireball Bomb Tower Magic Archer
Bats Knight Bomb Tower
Zap Fireball
Knight Fireball Bomb Tower
Fireball Bomb Tower Magic Archer
Ice Spirit Bats Zap Knight Fireball Bomb Tower Magic Archer
Bats Zap Fireball Bomb Tower 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.)

Fireball Magic Archer Knight
Fireball Zap Magic Archer
Fireball Magic Archer
Knight Fireball
Fireball Zap Magic Archer
Fireball Ice Spirit Bats Zap Magic Archer
Magic Archer
Fireball Ice Spirit Zap Magic Archer
Fireball Zap
Bats Fireball
Zap Knight Fireball Magic Archer
Fireball Zap Magic Archer
Knight Fireball Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Magic Archer Fireball
Fireball
Bats
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Fireball Magic Archer
Fireball
Zap Fireball
Zap Ice Spirit Fireball Magic Archer
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Bats Zap Fireball Magic Archer
Zap Ice Spirit Bats Fireball
Fireball
Zap Fireball Magic Archer
Zap Ice Spirit Fireball Magic Archer
Fireball Magic Archer
Zap Ice Spirit Bats Fireball Magic Archer
Fireball Zap Magic Archer
Fireball
Fireball Knight Magic Archer
Zap Fireball Magic Archer
Zap Fireball
Zap Ice Spirit Bats Fireball Magic Archer
Bats Zap Fireball Magic Archer
Zap Fireball Magic Archer

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