My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Dragon 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 Electro Dragon Electro Wizard Inferno Dragon

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.

Zap Arrows Fireball

Pump responses

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

Fireball

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Electro Dragon

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

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.

Fireball

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.

Fireball 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 Zap Arrows Guards Fireball Electro Wizard Inferno Dragon Electro Dragon

Shortest cycle

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

10 Bats Zap Arrows Guards

Attack Synergies 4 6

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
Zap Inferno Dragon
Zap
Arrows Fireball Electro Wizard Bats Guards Electro Dragon
Arrows
Zap Fireball
Fireball
Zap Arrows Electro Wizard
Guards
Zap
Electro Dragon
Zap Inferno Dragon
Electro Wizard
Zap Fireball
Inferno Dragon
Bats Electro Dragon

Defense Synergies 2 14

Bats
Zap Electro Wizard Inferno Dragon
Zap
Fireball Electro Wizard Bats Arrows Guards Electro Dragon Inferno Dragon
Arrows
Zap Fireball
Fireball
Zap Arrows Electro Wizard
Guards
Zap Electro Dragon Electro Wizard
Electro Dragon
Zap Guards Electro Wizard Inferno Dragon
Electro Wizard
Zap Bats Fireball Guards Electro Dragon Inferno Dragon
Inferno Dragon
Bats Zap Electro 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.

Zap Fireball Electro Dragon Electro Wizard
Inferno Dragon Bats Zap Electro Dragon Electro Wizard
Bats Electro Dragon Electro Wizard Inferno Dragon
Inferno Dragon Bats Guards Electro Dragon Electro Wizard
Arrows Fireball
Arrows Fireball Bats Zap Guards Electro Dragon Electro Wizard
Bats Electro Wizard Inferno Dragon Zap Arrows Fireball Electro Dragon
Zap Arrows Fireball Electro Dragon Electro Wizard
Inferno Dragon
Guards Electro Wizard
Bats Guards Electro Wizard Zap Arrows Fireball Electro Dragon
Arrows Inferno Dragon Bats Zap Fireball Electro Dragon Electro Wizard
Bats Zap Fireball Guards Electro Dragon Electro Wizard
Fireball Bats Zap Arrows Guards Electro Dragon Electro Wizard
Inferno Dragon Electro Wizard
Zap Fireball Electro Wizard Inferno Dragon
Bats Arrows Fireball Electro Dragon Electro Wizard
Arrows Fireball Bats Zap Guards Electro Dragon Electro Wizard
Zap Arrows Bats Fireball Guards Electro Dragon Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Bats Arrows Fireball Guards Electro Dragon Electro Wizard
Guards Inferno Dragon

Counters to secondary win conditions

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

Guards Zap Fireball Electro Wizard
Fireball Electro Wizard Zap Arrows Electro Dragon Inferno Dragon
Guards Bats Zap Electro Dragon Electro Wizard
Guards Bats Zap Fireball Electro Wizard
Guards Inferno Dragon
Arrows Fireball Bats Zap Electro Dragon Electro Wizard
Guards Bats Fireball Electro Wizard
Inferno Dragon
Zap Electro Dragon Electro Wizard Bats Fireball Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Bats Guards Electro Dragon
Zap Arrows Fireball Guards Electro Wizard
Fireball Guards
Fireball Electro Dragon
Guards Electro Dragon Electro Wizard Bats Zap Fireball Inferno Dragon
Bats Arrows Zap Fireball Electro Dragon Electro Wizard Inferno Dragon
Zap Arrows Fireball 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.)

Fireball Arrows Guards Electro Dragon
Arrows Fireball Zap Electro Dragon Electro Wizard
Arrows Fireball Electro Dragon
Arrows Fireball Guards
Fireball Zap Arrows
Arrows Fireball Bats Zap Electro Dragon
Arrows
Arrows Fireball Zap Electro Dragon
Arrows Fireball Zap Electro Dragon
Bats Fireball Guards Electro Dragon Electro Wizard
Zap Arrows Fireball Electro Dragon Electro Wizard
Fireball Zap Arrows Electro Dragon
Fireball
Arrows Fireball Electro Dragon
Zap Arrows Fireball
Zap Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball
Bats
Zap Arrows Fireball Electro Dragon Electro Wizard
Zap Arrows Fireball Electro Dragon
Fireball
Arrows Fireball
Zap Arrows Fireball Electro Dragon
Zap Arrows Fireball Electro Dragon
Inferno Dragon
Arrows Fireball Zap Electro Dragon Electro Wizard
Fireball Zap Arrows Electro Dragon
Fireball Zap Arrows
Bats Zap Arrows Fireball Electro Dragon Electro Wizard
Zap Electro Dragon Electro Wizard Bats Fireball Guards
Fireball
Zap Arrows Fireball Electro Dragon
Zap Arrows Fireball Electro Dragon Electro Wizard
Arrows Fireball
Zap Electro Wizard Bats Fireball Guards Electro Dragon
Fireball Zap Arrows Electro Dragon Electro Wizard
Arrows Fireball
Fireball Electro Dragon Electro Wizard
Arrows Zap Fireball Electro Dragon
Zap Arrows Fireball
Electro Dragon
Zap Electro Dragon Bats Fireball Guards Electro Wizard
Bats Zap Fireball Electro Dragon Electro Wizard
Electro Dragon Zap Fireball Electro Wizard
Inferno Dragon
Fireball Electro Dragon

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