My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

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 Dark Prince Prince

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.

Fireball Tornado Poison The Log

Punishments

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

Hog Rider Dark Prince Prince

Pump responses

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

Fireball Poison

Dropped at the bridge

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

Hog Rider Dark Prince Prince

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 Dark Prince

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 Dark Prince Prince
Giant Snowball
Bats Hog Rider
Zap
Bats Dark Prince Prince
Barbarian Barrel
Dark Prince
The Log
Hog Rider Dark Prince Prince
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Hog Rider Dark Prince Prince
Fireball
Hog Rider
Poison
Bats
Lightning
Dark Prince Prince
Rocket
Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado Dark Prince Poison The Log

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 Tornado Dark Prince Poison Prince

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.

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.

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 Tornado Fireball Hog Rider Dark Prince Poison Prince

Shortest cycle

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

11 Bats The Log Tornado Fireball

Attack Synergies 5 15

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 Dark Prince Prince
Fireball
Hog Rider Tornado Dark Prince The Log
Hog Rider
Bats Fireball The Log Tornado Dark Prince Poison Prince
Tornado
Fireball Hog Rider Dark Prince Poison The Log
Dark Prince
Prince Bats Fireball Hog Rider Tornado Poison
Poison
Hog Rider Tornado Dark Prince Prince The Log
Prince
Dark Prince Bats Hog Rider Poison The Log
The Log
Hog Rider Fireball Tornado Poison Prince

Defense Synergies 3 12

Bats
Dark Prince Prince The Log
Fireball
Tornado The Log Dark Prince
Hog Rider
Tornado
Fireball Dark Prince Poison Prince The Log
Dark Prince
Bats Fireball Tornado Poison Prince The Log
Poison
Tornado Dark Prince The Log
Prince
The Log Bats Tornado Dark Prince
The Log
Fireball Prince Bats Tornado Dark Prince Poison

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.

Fireball The Log
Bats Dark Prince Prince The Log
Tornado Prince Bats Dark Prince
Prince Bats Dark Prince
Fireball Tornado Dark Prince Poison Prince The Log
Fireball Tornado The Log Bats Dark Prince
Bats Tornado Fireball Poison
Fireball Poison The Log
Tornado Prince
Tornado Dark Prince Prince
Bats Poison Fireball Tornado Dark Prince The Log
Bats Fireball Tornado Poison
Prince Bats Fireball Dark Prince The Log
Fireball Bats Tornado Dark Prince Poison Prince The Log
Prince
Tornado Fireball Prince The Log
Bats Fireball Tornado Dark Prince Poison Prince
Fireball Bats Tornado Dark Prince Prince The Log
Tornado Poison The Log Bats Fireball Dark Prince
Tornado Prince
Dark Prince Bats Fireball Poison Prince The Log

Counters to secondary win conditions

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

Fireball Dark Prince Prince
Fireball Poison Prince The Log
Bats Dark Prince Prince The Log
Dark Prince Prince Bats Fireball Tornado The Log
Dark Prince Prince
Fireball Poison Bats Tornado
Dark Prince Prince Bats Fireball
Dark Prince Prince
Bats Fireball Tornado Dark Prince Poison Prince The Log
Bats Dark Prince Prince
Fireball Tornado Dark Prince Poison Prince The Log
Dark Prince Prince Fireball
Fireball
Bats Fireball Tornado Dark Prince Poison Prince The Log
Bats Poison Fireball Dark Prince The Log

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 Poison The Log
Fireball Poison Tornado The Log
Fireball Poison The Log
Fireball Dark Prince Poison Prince The Log
Fireball Poison Dark Prince The Log
Fireball Poison Bats Tornado
Tornado Poison The Log
Fireball Poison The Log Tornado
Fireball Poison The Log Tornado
Bats Fireball Tornado Poison Prince
Poison Fireball Tornado Dark Prince Prince The Log
Fireball Poison Tornado
Poison Fireball The Log
Fireball Poison
Fireball Poison Prince The Log
Fireball Poison The Log
Fireball Poison The Log
Fireball Tornado Poison
Bats
Fireball Dark Prince Poison Prince The Log
Fireball Tornado Poison The Log
Fireball Poison Prince The Log
Fireball Tornado Poison
Tornado Prince The Log
Fireball Poison The Log
Tornado Poison The Log Fireball Dark Prince
Fireball Poison The Log Tornado
Fireball Tornado Poison Prince The Log
Fireball Poison Tornado The Log
Poison Bats Fireball Tornado
Bats Fireball Poison
Fireball
Poison Fireball The Log
Fireball Poison
Prince
Fireball Poison The Log
Bats Fireball Dark Prince Prince
Fireball Poison Tornado
The Log Fireball
Fireball Poison Dark Prince Prince
The Log Fireball Poison
Fireball Tornado Poison
Dark Prince Prince
Bats Fireball Tornado Poison The Log
Bats Fireball Tornado Poison
Poison Fireball Tornado Dark Prince Prince The Log

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