My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Electro Wizard Inferno Dragon

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 Firecracker Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Lightning

Punishments

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

Mega Knight

Pump responses

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

Lightning

Dropped at the bridge

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

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 Guards Inferno Dragon
Giant Snowball
Bats Guards Inferno Dragon
Zap
Bats Firecracker Guards Inferno Dragon
Barbarian Barrel
Firecracker Guards Electro Wizard
The Log
Firecracker Guards
Earthquake
Firecracker Guards
Arrows
Bats Firecracker Guards
Royal Delivery
Bats Firecracker Guards Electro Wizard Inferno Dragon
Fireball
Firecracker Electro Wizard Inferno Dragon
Poison
Bats Firecracker Guards Electro Wizard
Lightning
Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 Arrows Guards Inferno 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Firecracker Guards Electro Wizard Inferno Dragon Lightning Mega Knight

Shortest cycle

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

11 Bats Arrows Firecracker Guards

Attack Synergies 2 7

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
Mega Knight Firecracker Inferno Dragon
Arrows
Lightning Mega Knight
Firecracker
Bats Inferno Dragon Mega Knight
Guards
Lightning
Arrows
Electro Wizard
Mega Knight
Inferno Dragon
Mega Knight Bats Firecracker
Mega Knight
Bats Inferno Dragon Arrows Firecracker Electro Wizard

Defense Synergies 1 12

Bats
Firecracker Electro Wizard Inferno Dragon Mega Knight
Arrows
Mega Knight Lightning
Firecracker
Bats Guards Electro Wizard Mega Knight
Guards
Firecracker Electro Wizard
Lightning
Arrows
Electro Wizard
Bats Firecracker Guards Inferno Dragon Mega Knight
Inferno Dragon
Bats Electro Wizard Mega Knight
Mega Knight
Arrows Bats Firecracker Electro Wizard Inferno Dragon

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.

Lightning Firecracker Electro Wizard
Inferno Dragon Bats Firecracker Electro Wizard Mega Knight
Mega Knight Bats Lightning Electro Wizard Inferno Dragon
Inferno Dragon Bats Firecracker Guards Electro Wizard Mega Knight
Lightning Arrows Firecracker Mega Knight
Arrows Bats Firecracker Guards Electro Wizard Mega Knight
Bats Lightning Electro Wizard Inferno Dragon Arrows Firecracker
Lightning Arrows Electro Wizard Mega Knight
Inferno Dragon
Guards Firecracker Electro Wizard Mega Knight
Bats Guards Electro Wizard Arrows Firecracker Mega Knight
Arrows Inferno Dragon Bats Firecracker Electro Wizard
Mega Knight Bats Guards Lightning Electro Wizard
Mega Knight Bats Arrows Firecracker Guards Electro Wizard
Inferno Dragon Electro Wizard Mega Knight
Lightning Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Arrows Firecracker Electro Wizard
Arrows Mega Knight Bats Firecracker Guards Electro Wizard
Arrows Bats Firecracker Guards Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Mega Knight Bats Arrows Firecracker Guards Electro Wizard
Guards Inferno Dragon

Counters to secondary win conditions

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

Guards Mega Knight Electro Wizard
Electro Wizard Arrows Firecracker Lightning Inferno Dragon Mega Knight
Guards Mega Knight Bats Lightning Electro Wizard
Guards Lightning Mega Knight Bats Electro Wizard
Guards Inferno Dragon Mega Knight
Arrows Firecracker Bats Electro Wizard
Guards Bats Lightning Electro Wizard
Mega Knight Inferno Dragon
Lightning Electro Wizard Mega Knight Bats Firecracker Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Mega Knight Bats Guards
Lightning Mega Knight Arrows Guards Electro Wizard
Lightning Mega Knight Guards
Firecracker Mega Knight
Guards Electro Wizard Bats Firecracker Lightning Inferno Dragon
Bats Arrows Mega Knight Firecracker Electro Wizard Inferno Dragon
Arrows 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.)

Lightning Arrows Firecracker Guards
Arrows Firecracker Electro Wizard
Lightning Arrows
Lightning Arrows Firecracker Guards
Arrows Firecracker Mega Knight
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker Lightning
Arrows Firecracker Lightning
Lightning Bats Guards Electro Wizard
Firecracker Lightning Arrows Electro Wizard
Lightning Arrows Firecracker
Lightning Firecracker
Lightning Arrows Firecracker
Lightning Arrows Firecracker
Lightning Arrows Firecracker
Lightning Arrows Firecracker Mega Knight
Lightning Arrows
Bats Lightning
Lightning Arrows Firecracker Electro Wizard Mega Knight
Lightning Arrows Firecracker Mega Knight
Lightning Mega Knight
Lightning Arrows
Lightning
Lightning Arrows
Arrows Firecracker Mega Knight
Inferno Dragon
Arrows Firecracker Lightning Electro Wizard
Lightning Arrows Mega Knight
Lightning Arrows Firecracker
Lightning Bats Arrows Firecracker Electro Wizard
Lightning Electro Wizard Bats Firecracker Guards
Lightning
Lightning Arrows Mega Knight
Lightning Arrows Firecracker Electro Wizard
Mega Knight
Arrows Firecracker Lightning
Lightning Electro Wizard Bats Guards
Lightning Arrows Firecracker Electro Wizard
Arrows
Lightning Firecracker Electro Wizard Mega Knight
Arrows Firecracker Lightning
Lightning Arrows
Firecracker Mega Knight
Bats Firecracker Guards Lightning Electro Wizard
Firecracker Bats Lightning Electro Wizard
Lightning Firecracker Electro Wizard Mega Knight
Inferno Dragon
Lightning Firecracker Mega Knight

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