My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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 Firecracker Magic Archer

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 Firecracker Giant Skeleton Bandit 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.

Arrows

Punishments

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

Hog Rider Bandit

Pump responses

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

Missing

Dropped at the bridge

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

Hog Rider Giant Skeleton Bandit 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.

Firecracker Hog Rider Giant Skeleton Bandit 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
Skeletons Bats Hog Rider Giant Skeleton Bandit
Giant Snowball
Skeletons Bats Hog Rider
Zap
Skeletons Bats Firecracker Bandit
Barbarian Barrel
Skeletons Firecracker Giant Skeleton Bandit Magic Archer
The Log
Skeletons Firecracker Hog Rider Giant Skeleton Bandit
Earthquake
Skeletons Firecracker Hog Rider
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Hog Rider Giant Skeleton Bandit Magic Archer
Fireball
Firecracker Hog Rider Bandit Magic Archer
Poison
Bats Firecracker Magic Archer
Lightning
Bandit Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 Arrows Giant Skeleton

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.

Skeletons Bats Arrows Firecracker Bandit Hog Rider Magic Archer Giant Skeleton

Shortest cycle

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

9 Skeletons Bats Arrows Firecracker

Attack Synergies 4 12

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
Hog Rider Giant Skeleton Firecracker Bandit
Arrows
Hog Rider Giant Skeleton Bandit
Firecracker
Hog Rider Bats Giant Skeleton Bandit
Hog Rider
Bats Arrows Firecracker Giant Skeleton Bandit Magic Archer
Giant Skeleton
Bats Arrows Firecracker Hog Rider Bandit Magic Archer
Bandit
Bats Arrows Firecracker Hog Rider Giant Skeleton Magic Archer
Magic Archer
Hog Rider Giant Skeleton Bandit

Defense Synergies 0 14

Skeletons
Bats Firecracker Giant Skeleton Bandit Magic Archer
Bats
Skeletons Firecracker Giant Skeleton Bandit
Arrows
Giant Skeleton Bandit
Firecracker
Skeletons Bats Giant Skeleton Bandit
Hog Rider
Giant Skeleton
Skeletons Bats Arrows Firecracker Magic Archer
Bandit
Skeletons Bats Arrows Firecracker Magic Archer
Magic Archer
Skeletons Giant Skeleton Bandit

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.

Firecracker Magic Archer
Skeletons Bats Firecracker Bandit
Skeletons Bats Giant Skeleton Bandit
Skeletons Bats Firecracker Bandit
Arrows Firecracker Giant Skeleton
Arrows Skeletons Bats Firecracker Bandit Magic Archer
Bats Arrows Firecracker Magic Archer
Arrows Giant Skeleton Bandit Magic Archer
Skeletons
Skeletons Firecracker Giant Skeleton Bandit
Bats Skeletons Arrows Firecracker Giant Skeleton Bandit Magic Archer
Arrows Bats Firecracker Magic Archer
Skeletons Bats Giant Skeleton Bandit
Bats Arrows Firecracker Magic Archer
Bandit
Bandit
Skeletons Bats Arrows Firecracker
Arrows Bats Firecracker Bandit Magic Archer
Arrows Bats Firecracker Giant Skeleton Bandit Magic Archer
Bats Arrows Firecracker Giant Skeleton Bandit

Counters to secondary win conditions

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

Skeletons Giant Skeleton Bandit
Bandit Arrows Firecracker Magic Archer
Giant Skeleton Bandit Skeletons Bats
Giant Skeleton Bats Bandit
Giant Skeleton Skeletons Bandit
Arrows Firecracker Skeletons Bats Magic Archer
Skeletons Bats Giant Skeleton Bandit
Giant Skeleton
Giant Skeleton Skeletons Bats Firecracker Bandit Magic Archer
Skeletons
Bats Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Skeletons Bandit
Firecracker Magic Archer
Skeletons Bats Firecracker Giant Skeleton Magic Archer
Bats Arrows Firecracker Giant Skeleton Magic Archer
Arrows

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 Arrows Firecracker Giant Skeleton Bandit
Arrows Firecracker Bandit Magic Archer
Arrows Giant Skeleton Bandit Magic Archer
Arrows Firecracker Giant Skeleton
Arrows Firecracker Magic Archer
Arrows Firecracker Bats Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Bandit
Bats
Firecracker Arrows Bandit Magic Archer
Arrows Firecracker Magic Archer
Firecracker Bandit Magic Archer
Arrows Firecracker Bandit Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Bandit Magic Archer
Magic Archer Arrows Firecracker Bandit
Arrows
Bats
Arrows Firecracker Bandit Magic Archer
Arrows Firecracker Magic Archer
Giant Skeleton Magic Archer
Arrows
Arrows
Arrows Firecracker Magic Archer
Arrows Firecracker Bandit Magic Archer
Arrows Bandit Magic Archer
Arrows Firecracker Bandit Magic Archer
Bats Arrows Firecracker Magic Archer
Bats Firecracker
Arrows Bandit Magic Archer
Arrows Firecracker Magic Archer
Giant Skeleton
Arrows Firecracker Magic Archer
Bats Bandit Magic Archer
Arrows Firecracker Magic Archer
Arrows
Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Giant Skeleton
Firecracker
Bats Firecracker Giant Skeleton Magic Archer
Firecracker Bats Magic Archer
Firecracker Giant Skeleton Bandit Magic Archer

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