My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Mediocre
Versatility
Good
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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

Defensive buildings

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

Cannon 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 Elixir Golem

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rage Tornado

Punishments

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

Elixir Golem

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.

Elixir Golem

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 Elixir Golem
Giant Snowball
Bats Cannon
Zap
Bats Cannon
Barbarian Barrel
Cannon Elixir Golem Bomb Tower
The Log
Cannon Elixir Golem
Earthquake
Cannon Elixir Golem Bomb Tower
Arrows
Bats
Royal Delivery
Bats Elixir Golem
Fireball
Cannon Elixir Golem Bomb Tower
Poison
Bats Cannon Elixir Golem Bomb Tower
Lightning
Cannon Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Tornado

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 Elixir Golem Rage Tornado

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.

Mirror Bats Rage Arrows Cannon Elixir Golem Tornado Bomb Tower

Shortest cycle

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

7 Mirror Bats Rage Arrows

Attack Synergies 2 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
Elixir Golem Rage
Arrows
Mirror Elixir Golem
Cannon
Elixir Golem
Rage Bats Arrows Mirror Tornado
Bomb Tower
Mirror
Arrows Elixir Golem Tornado
Rage
Elixir Golem Bats
Tornado
Elixir Golem Mirror

Defense Synergies 4 6

Bats
Cannon Bomb Tower
Arrows
Mirror Cannon Bomb Tower Tornado
Cannon
Mirror Bats Arrows
Elixir Golem
Bomb Tower
Tornado Bats Arrows Mirror
Mirror
Arrows Cannon Tornado Bomb Tower
Rage
Tornado
Bomb Tower Mirror Arrows

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.

Cannon
Bomb Tower Bats Cannon
Cannon Bomb Tower Tornado Bats
Cannon Bomb Tower Bats
Arrows Bomb Tower Tornado
Arrows Tornado Bats Cannon Bomb Tower
Bats Tornado Arrows Cannon Bomb Tower
Arrows Cannon Bomb Tower
Cannon Bomb Tower Tornado
Tornado Cannon
Bats Arrows Cannon Bomb Tower Tornado
Arrows Bats Tornado
Cannon Bomb Tower Bats
Bomb Tower Bats Arrows Cannon Tornado
Cannon Bomb Tower
Bomb Tower Tornado Cannon
Bomb Tower Bats Arrows Cannon Tornado
Arrows Cannon Bomb Tower Bats Tornado
Arrows Bomb Tower Tornado Bats Cannon
Cannon Bomb Tower Tornado
Bats Arrows Cannon Bomb Tower
Cannon Bomb Tower

Counters to secondary win conditions

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

Arrows Bomb Tower
Bats Bomb Tower
Bats Tornado
Cannon
Arrows Bats Bomb Tower Tornado
Bats Bomb Tower
Bomb Tower
Bats Bomb Tower Tornado
Cannon
Bats Bomb Tower
Arrows Tornado
Cannon Bomb Tower
Cannon Bomb Tower
Bats Bomb Tower Tornado
Bats Arrows Cannon Bomb Tower
Arrows Cannon 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.)

Arrows
Arrows Tornado
Arrows
Arrows
Arrows
Arrows Bats Tornado
Arrows Tornado
Arrows Tornado
Arrows Tornado
Bats Tornado
Arrows Tornado
Arrows Tornado
Arrows
Arrows
Arrows
Arrows
Arrows Tornado
Bats
Arrows
Arrows Tornado
Arrows Tornado
Tornado
Arrows
Arrows Tornado
Arrows Tornado
Arrows Tornado
Arrows Tornado
Bats Arrows Tornado
Bats
Arrows
Arrows
Arrows
Bats
Arrows Tornado
Arrows
Arrows
Arrows Tornado
Bats Tornado
Bats Tornado
Tornado

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