My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Baby Dragon Electro 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 Giant Baby Dragon Electro Dragon Fisherman

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows The Log

Punishments

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

Giant

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 Giant 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.

Electro Dragon

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 Giant Fisherman
Giant Snowball
Bats Barbarians Baby Dragon Electro Dragon Fisherman
Zap
Bats Fisherman
Barbarian Barrel
Barbarians
The Log
Barbarians Fisherman
Earthquake
Barbarians
Arrows
Bats
Royal Delivery
Bats Barbarians Baby Dragon Electro Dragon Fisherman
Fireball
Barbarians Baby Dragon Electro Dragon Fisherman
Poison
Bats Barbarians Electro Dragon Fisherman
Lightning
Baby Dragon Electro Dragon Fisherman
Rocket
Barbarians Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon Electro Dragon The Log

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 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

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 The Log Arrows Fisherman Baby Dragon Barbarians Giant Electro Dragon

Shortest cycle

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

10 Bats The Log Arrows Fisherman

Attack Synergies 3 9

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
Giant Baby Dragon Fisherman
Arrows
Giant
Barbarians
Giant
Bats Arrows Electro Dragon Baby Dragon The Log Fisherman
Baby Dragon
Bats Giant Electro Dragon Fisherman
Electro Dragon
Giant Baby Dragon Fisherman
The Log
Giant Fisherman
Fisherman
Bats Giant Baby Dragon Electro Dragon The Log

Defense Synergies 0 9

Bats
Baby Dragon The Log Fisherman
Arrows
Barbarians
Barbarians
Arrows
Giant
Baby Dragon
Bats Electro Dragon The Log
Electro Dragon
Baby Dragon The Log Fisherman
The Log
Bats Baby Dragon Electro Dragon Fisherman
Fisherman
Bats Electro Dragon The Log

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.

Baby Dragon Electro Dragon The Log
Barbarians Bats Electro Dragon The Log Fisherman
Barbarians Fisherman Bats Electro Dragon
Barbarians Bats Electro Dragon Fisherman
Arrows Barbarians The Log
Arrows The Log Bats Baby Dragon Electro Dragon
Bats Arrows Baby Dragon Electro Dragon
Arrows Barbarians Baby Dragon Electro Dragon The Log
Barbarians Fisherman
Barbarians Fisherman
Bats Barbarians Arrows Baby Dragon Electro Dragon The Log Fisherman
Arrows Bats Baby Dragon Electro Dragon
Barbarians Bats Electro Dragon The Log
Bats Arrows Barbarians Baby Dragon Electro Dragon The Log
Barbarians
Barbarians The Log Fisherman
Barbarians Bats Arrows Electro Dragon Fisherman
Arrows Bats Barbarians Baby Dragon Electro Dragon The Log Fisherman
Arrows Baby Dragon The Log Bats Barbarians Electro Dragon Fisherman
Barbarians Fisherman
Bats Arrows Barbarians Baby Dragon Electro Dragon The Log Fisherman
Fisherman

Counters to secondary win conditions

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

Barbarians Fisherman
Arrows Baby Dragon Electro Dragon The Log Fisherman
Barbarians Bats Electro Dragon The Log Fisherman
Bats Barbarians The Log Fisherman
Barbarians Fisherman
Arrows Bats Baby Dragon Electro Dragon
Bats Barbarians
Barbarians Fisherman
Electro Dragon Bats Barbarians Baby Dragon The Log
Barbarians
Bats Barbarians Electro Dragon
Arrows Barbarians The Log
Barbarians
Barbarians Baby Dragon Electro Dragon
Barbarians Electro Dragon Bats Baby Dragon The Log Fisherman
Bats Arrows Barbarians Baby Dragon Electro Dragon The Log
Arrows

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 Baby Dragon Electro Dragon The Log
Arrows Baby Dragon Electro Dragon The Log Fisherman
Arrows Baby Dragon Electro Dragon The Log
Arrows Barbarians The Log
Arrows Baby Dragon The Log
Arrows Bats Baby Dragon Electro Dragon
Arrows Baby Dragon The Log
Arrows The Log Baby Dragon Electro Dragon
Arrows The Log Electro Dragon Fisherman
Bats Electro Dragon Fisherman
Arrows Electro Dragon The Log Fisherman
Arrows Baby Dragon Electro Dragon
Baby Dragon The Log Fisherman
Arrows Baby Dragon Electro Dragon Fisherman
Arrows Baby Dragon The Log Fisherman
Arrows Baby Dragon Electro Dragon The Log
Arrows Baby Dragon Electro Dragon The Log
Arrows
Bats Fisherman
Arrows Baby Dragon Electro Dragon The Log Fisherman
Arrows Baby Dragon Electro Dragon The Log
Baby Dragon The Log
Arrows
The Log Fisherman
Arrows Barbarians Baby Dragon Electro Dragon The Log
Arrows The Log Baby Dragon Electro Dragon
Fisherman
Arrows The Log Baby Dragon Electro Dragon Fisherman
Arrows Baby Dragon Electro Dragon The Log Fisherman
Arrows Baby Dragon The Log Fisherman
Bats Arrows Baby Dragon Electro Dragon
Electro Dragon Bats
Arrows Electro Dragon The Log
Arrows Electro Dragon
Arrows The Log
Bats Barbarians Electro Dragon
Arrows Baby Dragon Electro Dragon
Arrows The Log
Baby Dragon Electro Dragon
Arrows The Log Baby Dragon Electro Dragon
Arrows
Electro Dragon
Electro Dragon Bats Baby Dragon The Log
Bats Electro Dragon
Electro Dragon Baby Dragon The Log
Electro Dragon
Fisherman

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