My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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 Archers Tesla Inferno Tower Inferno Dragon

Defensive buildings

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

Tesla 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 Archers Tesla 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

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.

Missing

Dropped at the bridge

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

Barbarians Mega Knight

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 Archers Inferno Dragon
Giant Snowball
Bats Archers Barbarians Inferno Dragon
Zap
Bats Archers Inferno Tower Inferno Dragon
Barbarian Barrel
Archers Tesla Barbarians Inferno Tower
The Log
Archers Barbarians
Earthquake
Archers Tesla Barbarians Inferno Tower
Arrows
Bats Archers
Royal Delivery
Bats Archers Barbarians Inferno Dragon
Fireball
Archers Tesla Barbarians Inferno Tower Inferno Dragon
Poison
Bats Archers Barbarians Inferno Tower
Lightning
Tesla Inferno Tower Inferno Dragon
Rocket
Barbarians Inferno Tower Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Inferno Tower 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.

Barbarians

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 Archers Arrows Tesla Inferno Dragon Barbarians Inferno Tower Mega Knight

Shortest cycle

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

12 Bats Archers Arrows Tesla

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
Mega Knight Inferno Dragon
Archers
Arrows Inferno Dragon Mega Knight
Arrows
Archers Mega Knight
Tesla
Barbarians
Inferno Tower
Inferno Dragon
Mega Knight Bats Archers
Mega Knight
Bats Inferno Dragon Archers Arrows

Defense Synergies 1 14

Bats
Tesla Inferno Tower Inferno Dragon Mega Knight
Archers
Tesla Inferno Tower Mega Knight
Arrows
Mega Knight Tesla Barbarians Inferno Tower
Tesla
Bats Archers Arrows Inferno Tower Inferno Dragon
Barbarians
Arrows
Inferno Tower
Bats Archers Arrows Tesla Mega Knight
Inferno Dragon
Bats Tesla Mega Knight
Mega Knight
Arrows Bats Archers Inferno Tower 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.

Tesla Inferno Tower
Barbarians Inferno Tower Inferno Dragon Bats Tesla Mega Knight
Tesla Barbarians Inferno Tower Mega Knight Bats Archers Inferno Dragon
Tesla Barbarians Inferno Tower Inferno Dragon Bats Mega Knight
Arrows Barbarians Mega Knight
Arrows Bats Archers Tesla Mega Knight
Bats Tesla Inferno Tower Inferno Dragon Archers Arrows
Arrows Tesla Barbarians Inferno Tower Mega Knight
Tesla Barbarians Inferno Tower Inferno Dragon
Archers Tesla Barbarians Inferno Tower Mega Knight
Bats Archers Barbarians Arrows Tesla Mega Knight
Arrows Tesla Inferno Tower Inferno Dragon Bats Archers
Tesla Barbarians Inferno Tower Mega Knight Bats
Mega Knight Bats Arrows Tesla Barbarians
Barbarians Inferno Tower Inferno Dragon Tesla Mega Knight
Barbarians Inferno Tower Tesla Inferno Dragon Mega Knight
Tesla Barbarians Mega Knight Bats Arrows Inferno Tower
Arrows Tesla Mega Knight Bats Archers Barbarians
Arrows Bats Archers Tesla Barbarians Inferno Dragon Mega Knight
Barbarians Tesla Inferno Tower Inferno Dragon
Mega Knight Bats Archers Arrows Tesla Barbarians

Counters to secondary win conditions

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

Barbarians Mega Knight Archers Tesla Inferno Tower
Archers Arrows Tesla Inferno Dragon Mega Knight
Barbarians Mega Knight Bats Inferno Tower
Mega Knight Bats Tesla Barbarians Inferno Tower
Barbarians Inferno Tower Tesla Inferno Dragon Mega Knight
Arrows Bats Archers Tesla
Bats Archers Tesla Barbarians Inferno Tower
Inferno Tower Mega Knight Tesla Barbarians Inferno Dragon
Mega Knight Bats Barbarians Inferno Tower Inferno Dragon
Inferno Tower Tesla Barbarians Inferno Dragon
Inferno Dragon Mega Knight Bats Tesla Barbarians Inferno Tower
Mega Knight Arrows Barbarians
Barbarians Mega Knight Tesla Inferno Tower
Archers Tesla Barbarians Mega Knight
Tesla Barbarians Inferno Tower Bats Archers Inferno Dragon
Bats Arrows Mega Knight Archers Tesla Barbarians Inferno Tower Inferno 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
Arrows
Arrows
Arrows Barbarians
Arrows Mega Knight
Arrows Bats
Archers Arrows
Arrows
Arrows
Bats
Arrows
Archers Arrows
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Bats
Archers Arrows Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows Barbarians
Arrows Mega Knight
Inferno Dragon
Arrows
Arrows Mega Knight
Arrows
Bats Archers Arrows
Bats
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Archers Barbarians
Archers Arrows
Arrows
Mega Knight
Arrows
Arrows
Mega Knight
Bats
Bats
Mega Knight

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