My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard 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.

Bats Wizard Magic Archer

Offensive cards

Win conditions

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

Hog Rider Royal Hogs

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Freeze

Punishments

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

Hog Rider Royal Hogs

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Freeze Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Freeze 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 Freeze

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.

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Skeleton Army Hog Rider Freeze Magic Archer Wizard Royal Hogs

Shortest cycle

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

11 Bats Zap Skeleton Army Hog Rider

Attack Synergies 3 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
Hog Rider Zap Royal Hogs
Zap
Hog Rider Bats Royal Hogs Freeze Magic Archer
Hog Rider
Bats Zap Freeze Wizard Magic Archer
Wizard
Hog Rider Royal Hogs
Royal Hogs
Bats Zap Wizard Magic Archer
Skeleton Army
Freeze
Hog Rider Zap
Magic Archer
Zap Hog Rider Royal Hogs

Defense Synergies 0 8

Bats
Zap Freeze
Zap
Bats Skeleton Army Magic Archer
Hog Rider
Wizard
Skeleton Army Freeze
Royal Hogs
Skeleton Army
Zap Wizard Freeze Magic Archer
Freeze
Bats Wizard Skeleton Army
Magic Archer
Zap Skeleton Army

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 Wizard Magic Archer
Skeleton Army Bats Zap
Skeleton Army Bats Freeze
Skeleton Army Bats
Skeleton Army
Skeleton Army Freeze Bats Zap Magic Archer
Bats Zap Wizard Freeze Magic Archer
Zap Magic Archer
Skeleton Army
Skeleton Army
Bats Skeleton Army Zap Wizard Freeze Magic Archer
Bats Zap Wizard Magic Archer
Skeleton Army Bats Zap Wizard Freeze
Wizard Skeleton Army Bats Zap Freeze Magic Archer
Skeleton Army
Skeleton Army Zap Freeze
Wizard Bats Skeleton Army
Bats Zap Wizard Skeleton Army Magic Archer
Zap Wizard Freeze Bats Magic Archer
Wizard Skeleton Army Bats

Counters to secondary win conditions

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

Skeleton Army Zap
Zap Wizard Magic Archer
Skeleton Army Bats Zap
Skeleton Army Bats Zap
Skeleton Army
Wizard Bats Zap Freeze Magic Archer
Skeleton Army Bats
Skeleton Army
Zap Freeze Bats Skeleton Army Magic Archer
Skeleton Army
Bats
Skeleton Army Zap
Skeleton Army Wizard
Wizard Skeleton Army Magic Archer
Skeleton Army Bats Zap Freeze Magic Archer
Bats Zap Wizard Freeze 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 Freeze
Zap Magic Archer
Magic Archer
Freeze
Wizard Zap Magic Archer
Wizard Bats Zap Freeze Magic Archer
Wizard Magic Archer
Zap Wizard Freeze Magic Archer
Zap Wizard
Bats
Zap Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Freeze Magic Archer
Zap Magic Archer
Zap Wizard Magic Archer
Magic Archer Wizard
Freeze
Bats
Zap Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Wizard
Zap
Zap Freeze Wizard Magic Archer
Zap Wizard Magic Archer
Zap Wizard Magic Archer
Zap Magic Archer
Bats Zap Wizard Magic Archer
Zap Bats Wizard Freeze
Zap Wizard Magic Archer
Zap Freeze Magic Archer
Wizard Magic Archer
Zap Bats Skeleton Army Freeze Magic Archer
Zap Wizard Magic Archer
Freeze
Wizard Magic Archer
Zap Wizard Magic Archer
Zap
Zap Bats Freeze Magic Archer
Bats Zap Magic Archer
Zap Freeze Magic Archer

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