My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 Firecracker Baby Dragon Electro Wizard

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 Knight Firecracker Battle Ram Baby Dragon Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Mega Knight

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.

Knight Battle Ram Baby Dragon Mega Knight

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 Electro Wizard

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 Battle Ram
Giant Snowball
Bats Battle Ram Baby Dragon
Zap
Bats Firecracker Battle Ram
Barbarian Barrel
Knight Firecracker Battle Ram Electro Wizard
The Log
Firecracker Battle Ram
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Knight Firecracker Battle Ram Baby Dragon Electro Wizard
Fireball
Firecracker Battle Ram Baby Dragon Electro Wizard
Poison
Bats Firecracker Electro Wizard
Lightning
Knight Battle Ram Baby Dragon Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon Mega Knight

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 Knight Battle Ram Rage Baby Dragon Mega Knight

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.

Electro 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 Rage Knight Firecracker Battle Ram Baby Dragon Electro Wizard Mega Knight

Shortest cycle

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

10 Bats Rage Knight Firecracker

Attack Synergies 5 14

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
Knight Mega Knight Firecracker Battle Ram Rage Baby Dragon
Knight
Bats Firecracker Battle Ram Baby Dragon Electro Wizard
Firecracker
Knight Bats Battle Ram Baby Dragon Mega Knight
Battle Ram
Knight Bats Firecracker Baby Dragon Electro Wizard
Rage
Bats Electro Wizard
Baby Dragon
Knight Bats Firecracker Battle Ram Electro Wizard Mega Knight
Electro Wizard
Knight Battle Ram Rage Baby Dragon Mega Knight
Mega Knight
Bats Firecracker Baby Dragon Electro Wizard

Defense Synergies 3 10

Bats
Knight Firecracker Baby Dragon Electro Wizard Mega Knight
Knight
Bats Firecracker Electro Wizard Baby Dragon
Firecracker
Knight Bats Baby Dragon Electro Wizard Mega Knight
Battle Ram
Rage
Baby Dragon
Bats Knight Firecracker Mega Knight
Electro Wizard
Knight Bats Firecracker Mega Knight
Mega Knight
Bats Firecracker Baby Dragon Electro Wizard

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.

Knight Firecracker Baby Dragon Electro Wizard
Bats Knight Firecracker Electro Wizard Mega Knight
Mega Knight Bats Knight Electro Wizard
Bats Knight Firecracker Electro Wizard Mega Knight
Firecracker Mega Knight
Bats Firecracker Baby Dragon Electro Wizard Mega Knight
Bats Electro Wizard Firecracker Baby Dragon
Baby Dragon Electro Wizard Mega Knight
Knight Firecracker Electro Wizard Mega Knight
Bats Electro Wizard Knight Firecracker Baby Dragon Mega Knight
Bats Firecracker Baby Dragon Electro Wizard
Mega Knight Bats Knight Electro Wizard
Mega Knight Bats Firecracker Baby Dragon Electro Wizard
Knight Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Bats Knight Firecracker Electro Wizard
Mega Knight Bats Knight Firecracker Baby Dragon Electro Wizard
Baby Dragon Bats Knight Firecracker Electro Wizard Mega Knight
Electro Wizard
Mega Knight Bats Knight Firecracker Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Electro Wizard
Electro Wizard Knight Firecracker Baby Dragon Mega Knight
Mega Knight Bats Knight Electro Wizard
Mega Knight Bats Knight Electro Wizard
Knight Mega Knight
Firecracker Bats Baby Dragon Electro Wizard
Bats Knight Electro Wizard
Mega Knight Knight
Electro Wizard Mega Knight Bats Knight Firecracker Baby Dragon
Mega Knight Bats Knight
Mega Knight Electro Wizard
Mega Knight Knight
Firecracker Baby Dragon Mega Knight
Electro Wizard Bats Knight Firecracker Baby Dragon
Bats Mega Knight Firecracker Baby Dragon Electro Wizard
Electro Wizard

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.)

Knight Firecracker Baby Dragon
Firecracker Baby Dragon Electro Wizard
Baby Dragon
Knight Firecracker
Firecracker Baby Dragon Mega Knight
Firecracker Bats Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker
Bats Electro Wizard
Firecracker Knight Electro Wizard
Firecracker Baby Dragon
Knight Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon Mega Knight
Bats
Firecracker Baby Dragon Electro Wizard Mega Knight
Firecracker Baby Dragon Mega Knight
Baby Dragon Mega Knight
Baby Dragon
Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon Electro Wizard
Baby Dragon Mega Knight
Firecracker Baby Dragon
Bats Firecracker Baby Dragon Electro Wizard
Electro Wizard Bats Firecracker
Mega Knight
Firecracker Electro Wizard
Mega Knight
Firecracker
Electro Wizard Bats
Firecracker Baby Dragon Electro Wizard
Knight Firecracker Baby Dragon Electro Wizard Mega Knight
Firecracker Baby Dragon
Firecracker Mega Knight
Bats Firecracker Baby Dragon Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Baby Dragon Electro Wizard Mega Knight
Firecracker Mega Knight

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