My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Dragon Phoenix

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 Electro Dragon Electro Giant Phoenix

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows The Log

Punishments

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

Dark Prince Electro Giant

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.

Goblins Dark Prince Electro Giant Phoenix

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.

Dark Prince Electro Dragon

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 Dark Prince Phoenix
Giant Snowball
Goblins Bats Electro Dragon
Zap
Goblins Bats Dark Prince
Barbarian Barrel
Goblins Dark Prince
The Log
Goblins Dark Prince
Earthquake
Arrows
Goblins Bats
Royal Delivery
Goblins Bats Dark Prince Electro Dragon
Fireball
Electro Dragon
Poison
Bats Electro Dragon Phoenix
Lightning
Dark Prince Electro Dragon Phoenix
Rocket
Electro Dragon Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince Electro Dragon Electro Giant 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 Arrows Dark Prince Electro Giant

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.

Goblins

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats The Log Arrows Dark Prince Phoenix Electro Dragon Electro Giant

Shortest cycle

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

9 Goblins Bats The Log Arrows

Attack Synergies 1 3

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.

Goblins
Bats
Dark Prince
Arrows
Dark Prince Phoenix
Dark Prince
Electro Giant Bats Arrows
Electro Dragon
Electro Giant
Dark Prince
The Log
Phoenix
Arrows

Defense Synergies 0 10

Goblins
Electro Dragon The Log Phoenix
Bats
Dark Prince The Log
Arrows
Dark Prince Phoenix
Dark Prince
Bats Arrows Electro Dragon The Log
Electro Dragon
Goblins Dark Prince The Log
Electro Giant
The Log
Goblins Bats Dark Prince Electro Dragon
Phoenix
Goblins Arrows

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.

Electro Dragon The Log
Goblins Bats Dark Prince Electro Dragon The Log Phoenix
Goblins Bats Dark Prince Electro Dragon
Goblins Bats Dark Prince Electro Dragon Phoenix
Arrows Dark Prince The Log
Arrows The Log Goblins Bats Dark Prince Electro Dragon
Bats Arrows Electro Dragon Phoenix
Arrows Electro Dragon Electro Giant The Log Phoenix
Goblins Phoenix
Goblins Dark Prince Phoenix
Goblins Bats Arrows Dark Prince Electro Dragon Electro Giant The Log
Arrows Bats Electro Dragon Phoenix
Bats Dark Prince Electro Dragon The Log
Goblins Bats Arrows Dark Prince Electro Dragon The Log
Phoenix
Electro Giant The Log
Goblins Bats Arrows Dark Prince Electro Dragon
Arrows Goblins Bats Dark Prince Electro Dragon The Log
Arrows The Log Bats Dark Prince Electro Dragon
Phoenix
Dark Prince Goblins Bats Arrows Electro Dragon Electro Giant The Log

Counters to secondary win conditions

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

Goblins Dark Prince Electro Giant
Arrows Electro Dragon The Log Phoenix
Goblins Bats Dark Prince Electro Dragon The Log
Dark Prince Bats The Log Phoenix
Dark Prince Phoenix
Arrows Electro Giant Bats Electro Dragon
Dark Prince Goblins Bats Phoenix
Dark Prince Phoenix
Electro Dragon Goblins Bats Dark Prince The Log Phoenix
Phoenix
Bats Dark Prince Electro Dragon Phoenix
Arrows Dark Prince Electro Giant The Log Phoenix
Dark Prince
Electro Dragon Electro Giant
Electro Dragon Electro Giant Phoenix Goblins Bats Dark Prince The Log
Bats Arrows Dark Prince Electro Dragon Electro Giant The Log Phoenix
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.)

Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Dark Prince The Log
Arrows Dark Prince The Log
Arrows Electro Giant Bats Electro Dragon
Arrows The Log
Arrows The Log Electro Dragon
Arrows The Log Electro Dragon
Goblins Bats Electro Dragon
Arrows Dark Prince Electro Dragon The Log
Arrows Electro Dragon
The Log
Arrows Electro Dragon
Arrows The Log
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows
Bats
Arrows Dark Prince Electro Dragon The Log
Arrows Electro Dragon Electro Giant The Log
The Log
Arrows
The Log
Arrows Electro Dragon The Log
Arrows Electro Giant The Log Dark Prince Electro Dragon
Arrows The Log Electro Dragon
Arrows Electro Dragon The Log
Arrows The Log
Bats Arrows Electro Dragon Electro Giant
Electro Dragon Bats Electro Giant
Arrows Electro Dragon The Log
Arrows Electro Dragon
Arrows The Log
Bats Dark Prince Electro Dragon
Arrows Electro Dragon
Arrows The Log
Dark Prince Electro Dragon
Arrows The Log Electro Dragon
Arrows Electro Giant
Dark Prince Electro Dragon
Electro Dragon Electro Giant Bats The Log
Bats Electro Dragon
Electro Dragon Dark Prince Electro Giant The Log
Electro Dragon

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