My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Missing cards in your collection

Barbarian Barrel Goblin Giant Magic Archer

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Hunter

Defensive buildings

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

Barbarian Hut

Investments

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

Bats Royal Recruits Barbarian Hut Hunter Prince P.E.K.K.A

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.

Rage

Punishments

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

Royal Recruits Hog Rider Prince

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.

Royal Recruits Hog Rider Prince P.E.K.K.A

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
Bats Royal Recruits Hog Rider Prince
Giant Snowball
Bats Royal Recruits Hog Rider
Zap
Bats Prince
Barbarian Barrel
Royal Recruits Barbarian Hut Hunter
The Log
Royal Recruits Hog Rider Barbarian Hut Hunter Prince
Earthquake
Hog Rider Barbarian Hut
Arrows
Bats Royal Recruits
Royal Delivery
Bats Royal Recruits Hog Rider Hunter Prince P.E.K.K.A
Fireball
Hog Rider Barbarian Hut Hunter
Poison
Bats Royal Recruits Barbarian Hut Hunter
Lightning
Barbarian Hut Hunter Prince
Rocket
Hog Rider Barbarian Hut Hunter Prince

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Hunter

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 Royal Recruits Rage Prince P.E.K.K.A

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 Rage Hog Rider Hunter Prince Barbarian Hut Royal Recruits P.E.K.K.A

Shortest cycle

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

12 Bats Rage Hog Rider Hunter

Attack Synergies 3 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.

Bats
Hog Rider Barbarian Hut Royal Recruits Rage Prince P.E.K.K.A
Royal Recruits
Bats Hog Rider
Hog Rider
Bats Rage Royal Recruits Barbarian Hut Hunter Prince
Barbarian Hut
Bats Hog Rider Hunter
Rage
Hog Rider Bats Prince
Hunter
Hog Rider Barbarian Hut Prince P.E.K.K.A
Prince
Bats Hog Rider Rage Hunter
P.E.K.K.A
Bats Hunter

Defense Synergies 1 7

Bats
Barbarian Hut Royal Recruits Hunter Prince P.E.K.K.A
Royal Recruits
Bats
Hog Rider
Barbarian Hut
Bats Hunter
Rage
Hunter
Bats Barbarian Hut Prince P.E.K.K.A
Prince
Bats Hunter
P.E.K.K.A
Bats Hunter

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.

Barbarian Hut Royal Recruits
Barbarian Hut Hunter P.E.K.K.A Bats Royal Recruits Prince
Barbarian Hut Hunter Prince P.E.K.K.A Bats Royal Recruits
Royal Recruits Barbarian Hut Hunter Prince P.E.K.K.A Bats
Royal Recruits Prince P.E.K.K.A
Bats Hunter
Bats Hunter Barbarian Hut
Barbarian Hut Royal Recruits P.E.K.K.A
Barbarian Hut Hunter P.E.K.K.A Royal Recruits Prince
Royal Recruits Hunter Prince
Bats Royal Recruits Hunter
Hunter Bats Barbarian Hut
Royal Recruits Barbarian Hut Hunter Prince P.E.K.K.A Bats
Barbarian Hut Bats Royal Recruits Hunter Prince P.E.K.K.A
Royal Recruits Barbarian Hut P.E.K.K.A Hunter Prince
Barbarian Hut Royal Recruits Hunter Prince P.E.K.K.A
Barbarian Hut Bats Royal Recruits Hunter Prince P.E.K.K.A
Bats Royal Recruits Barbarian Hut Hunter Prince
Hunter Bats Royal Recruits Barbarian Hut
Barbarian Hut P.E.K.K.A Royal Recruits Hunter Prince
Royal Recruits Bats Hunter Prince P.E.K.K.A

Counters to secondary win conditions

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

Royal Recruits Barbarian Hut Prince P.E.K.K.A
Hunter Prince
Royal Recruits P.E.K.K.A Bats Barbarian Hut Hunter Prince
Royal Recruits Hunter Prince P.E.K.K.A Bats Barbarian Hut
Royal Recruits Barbarian Hut P.E.K.K.A Hunter Prince
Bats Hunter
Royal Recruits Prince P.E.K.K.A Bats Barbarian Hut Hunter
P.E.K.K.A Royal Recruits Barbarian Hut Hunter Prince
Royal Recruits P.E.K.K.A Bats Barbarian Hut Prince
Royal Recruits P.E.K.K.A Barbarian Hut
P.E.K.K.A Bats Royal Recruits Hunter Prince
Royal Recruits P.E.K.K.A Prince
Royal Recruits Prince P.E.K.K.A Barbarian Hut Hunter
Royal Recruits Barbarian Hut
Royal Recruits Bats Barbarian Hut Hunter Prince P.E.K.K.A
Bats Royal Recruits Barbarian Hut Hunter P.E.K.K.A

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.)

Royal Recruits Barbarian Hut
Barbarian Hut
Royal Recruits Barbarian Hut Prince
Bats Hunter
Barbarian Hut Hunter
Bats Prince
Royal Recruits Prince
Barbarian Hut Hunter
Barbarian Hut Prince
Barbarian Hut Hunter
Royal Recruits Barbarian Hut
Bats
Hunter Prince
Prince
Prince
Royal Recruits Barbarian Hut
Hunter
Hunter
Prince
Bats Hunter
Bats
Hunter
P.E.K.K.A Prince
Bats Royal Recruits Barbarian Hut Prince
Hunter
Hunter Prince
Royal Recruits Prince P.E.K.K.A
Bats Royal Recruits
Bats
Royal Recruits Prince

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