My Best Clash Royale Deck

Deck Check Rating

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

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!

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 Wizard Little Prince

Defensive buildings

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

Bomb Tower

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 Skeleton Barrel Balloon Electro Wizard Little Prince

Offensive cards

Win conditions

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

Skeleton Barrel Balloon

Damage spells

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

Arrows

Punishments

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

Skeleton Barrel Balloon

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 Skeleton Barrel Balloon

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.

Skeleton Barrel Balloon 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 Skeleton Barrel Balloon
Giant Snowball
Bats Skeleton Barrel Balloon Little Prince
Zap
Bats Skeleton Barrel Balloon Little Prince
Barbarian Barrel
Knight Skeleton Barrel Bomb Tower Electro Wizard Little Prince
The Log
Skeleton Barrel Little Prince
Earthquake
Bomb Tower
Arrows
Bats Skeleton Barrel Little Prince
Royal Delivery
Bats Knight Skeleton Barrel Balloon Electro Wizard Little Prince
Fireball
Skeleton Barrel Bomb Tower Balloon Electro Wizard Little Prince
Poison
Bats Skeleton Barrel Bomb Tower Balloon Electro Wizard Little Prince
Lightning
Knight Bomb Tower Balloon Electro Wizard Little Prince
Rocket
Bomb Tower Balloon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower

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 Knight Skeleton Barrel

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Skeleton Barrel Little Prince Bomb Tower Electro Wizard Balloon

Shortest cycle

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

11 Bats Arrows Knight Skeleton Barrel

Attack Synergies 6 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
Knight Skeleton Barrel Balloon
Arrows
Balloon Knight Skeleton Barrel
Knight
Bats Skeleton Barrel Balloon Arrows Electro Wizard Little Prince
Skeleton Barrel
Bats Knight Arrows Balloon
Bomb Tower
Balloon
Bats Arrows Knight Skeleton Barrel Electro Wizard Little Prince
Electro Wizard
Knight Balloon
Little Prince
Knight Balloon

Defense Synergies 4 7

Bats
Knight Bomb Tower Electro Wizard
Arrows
Knight Bomb Tower Little Prince
Knight
Bats Bomb Tower Electro Wizard Little Prince Arrows
Skeleton Barrel
Bomb Tower
Knight Bats Arrows Electro Wizard
Balloon
Electro Wizard
Knight Bats Bomb Tower Little Prince
Little Prince
Knight Arrows 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 Skeleton Barrel Electro Wizard
Bomb Tower Bats Knight Electro Wizard
Bomb Tower Bats Knight Electro Wizard
Bomb Tower Bats Knight Electro Wizard
Arrows Bomb Tower
Arrows Bats Bomb Tower Electro Wizard
Bats Electro Wizard Arrows Bomb Tower Little Prince
Arrows Skeleton Barrel Bomb Tower Electro Wizard
Bomb Tower
Knight Electro Wizard Little Prince
Bats Electro Wizard Arrows Knight Bomb Tower
Arrows Bats Electro Wizard
Bomb Tower Bats Knight Electro Wizard
Bomb Tower Bats Arrows Electro Wizard
Knight Bomb Tower Electro Wizard
Bomb Tower Electro Wizard
Bomb Tower Bats Arrows Knight Electro Wizard
Arrows Bomb Tower Bats Knight Electro Wizard Little Prince
Arrows Bomb Tower Bats Knight Electro Wizard Little Prince
Bomb Tower Electro Wizard
Bats Arrows Knight Bomb Tower Electro Wizard Little Prince

Counters to secondary win conditions

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

Knight Electro Wizard
Electro Wizard Arrows Knight Skeleton Barrel Bomb Tower
Bats Knight Bomb Tower Electro Wizard
Bats Knight Electro Wizard
Knight
Arrows Bats Skeleton Barrel Bomb Tower Electro Wizard
Bats Knight Bomb Tower Electro Wizard
Knight Bomb Tower
Electro Wizard Bats Knight Bomb Tower
Bats Knight Bomb Tower
Arrows Electro Wizard
Knight Bomb Tower
Bomb Tower
Electro Wizard Bats Knight Bomb Tower Little Prince
Bats Arrows Bomb Tower Electro Wizard
Arrows Bomb Tower

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.)

Skeleton Barrel Arrows Knight
Arrows Skeleton Barrel Electro Wizard
Arrows Skeleton Barrel
Arrows Knight Skeleton Barrel
Arrows
Arrows Bats Skeleton Barrel
Arrows
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Bats Electro Wizard
Arrows Knight Skeleton Barrel Electro Wizard
Arrows
Knight Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows
Bats
Arrows Skeleton Barrel Electro Wizard
Arrows Skeleton Barrel Little Prince
Arrows
Arrows Skeleton Barrel
Arrows Little Prince
Arrows Skeleton Barrel Electro Wizard
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Bats Arrows Electro Wizard Little Prince
Electro Wizard Bats Skeleton Barrel
Arrows
Arrows Electro Wizard
Arrows
Skeleton Barrel Electro Wizard Bats
Arrows Electro Wizard
Arrows
Knight Electro Wizard
Arrows Skeleton Barrel
Arrows
Bats Electro Wizard
Bats Electro Wizard
Skeleton Barrel Electro Wizard Little Prince

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: