My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Inferno Tower Wizard Baby Dragon

Defensive buildings

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

Inferno 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 Wizard Baby Dragon

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider

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.

Barbarians Hog Rider Baby Dragon

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.

Hog Rider

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 Hog Rider Guards
Giant Snowball
Bats Barbarians Hog Rider Guards Baby Dragon
Zap
Bats Inferno Tower Guards
Barbarian Barrel
Barbarians Inferno Tower Wizard Guards
The Log
Barbarians Hog Rider Guards
Earthquake
Barbarians Hog Rider Inferno Tower Guards
Arrows
Bats Guards
Royal Delivery
Bats Barbarians Hog Rider Wizard Guards Baby Dragon
Fireball
Barbarians Hog Rider Inferno Tower Wizard Baby Dragon
Poison
Bats Barbarians Inferno Tower Wizard Guards
Lightning
Inferno Tower Wizard Baby Dragon
Rocket
Barbarians Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby 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 Inferno Tower Guards Baby Dragon

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.

Barbarians 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 Guards Hog Rider Baby Dragon Barbarians Inferno Tower Wizard

Shortest cycle

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

12 Bats Arrows Guards Hog Rider

Attack Synergies 2 5

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
Hog Rider Baby Dragon
Arrows
Hog Rider
Barbarians
Hog Rider
Hog Rider
Bats Arrows Barbarians Wizard Guards Baby Dragon
Inferno Tower
Wizard
Hog Rider
Guards
Hog Rider
Baby Dragon
Bats Hog Rider

Defense Synergies 1 7

Bats
Inferno Tower Baby Dragon
Arrows
Barbarians Inferno Tower
Barbarians
Arrows
Hog Rider
Inferno Tower
Guards Bats Arrows Baby Dragon
Wizard
Guards
Guards
Inferno Tower Wizard Baby Dragon
Baby Dragon
Bats Inferno Tower Guards

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.

Inferno Tower Wizard Baby Dragon
Barbarians Inferno Tower Bats
Barbarians Inferno Tower Bats
Barbarians Inferno Tower Bats Guards
Arrows Barbarians
Arrows Bats Guards Baby Dragon
Bats Inferno Tower Arrows Wizard Baby Dragon
Arrows Barbarians Inferno Tower Baby Dragon
Barbarians Inferno Tower
Guards Barbarians Inferno Tower
Bats Barbarians Guards Arrows Wizard Baby Dragon
Arrows Inferno Tower Bats Wizard Baby Dragon
Barbarians Inferno Tower Bats Wizard Guards
Wizard Bats Arrows Barbarians Guards Baby Dragon
Barbarians Inferno Tower
Barbarians Inferno Tower
Barbarians Wizard Bats Arrows Inferno Tower
Arrows Bats Barbarians Wizard Guards Baby Dragon
Arrows Wizard Baby Dragon Bats Barbarians Guards
Barbarians Inferno Tower
Wizard Bats Arrows Barbarians Guards Baby Dragon

Counters to secondary win conditions

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

Barbarians Guards Inferno Tower
Arrows Wizard Baby Dragon
Barbarians Guards Bats Inferno Tower
Guards Bats Barbarians Inferno Tower
Barbarians Inferno Tower Guards
Arrows Wizard Bats Baby Dragon
Guards Bats Barbarians Inferno Tower
Inferno Tower Barbarians
Bats Barbarians Inferno Tower Baby Dragon
Inferno Tower Barbarians Guards
Bats Barbarians Inferno Tower Guards
Arrows Barbarians Guards
Barbarians Inferno Tower Wizard Guards
Wizard Barbarians Baby Dragon
Barbarians Inferno Tower Guards Bats Baby Dragon
Bats Arrows Barbarians Inferno Tower Wizard Baby Dragon
Arrows Inferno 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.)

Arrows Guards Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Barbarians Guards
Wizard Arrows Baby Dragon
Arrows Wizard Bats Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard
Bats Guards
Arrows Wizard
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
Bats
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Wizard
Arrows Barbarians Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Baby Dragon
Bats Arrows Wizard Baby Dragon
Bats Wizard Guards
Arrows Wizard
Arrows
Arrows Wizard
Bats Barbarians Guards
Arrows Wizard Baby Dragon
Arrows
Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
Bats Guards Baby Dragon
Bats
Baby Dragon
Wizard

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