My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Ice Wizard Electro Wizard

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 Firecracker Battle Ram Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram

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 Battle Ram

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.

Firecracker 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 Battle Ram
Giant Snowball
Bats Barbarians Battle Ram
Zap
Bats Firecracker Battle Ram
Barbarian Barrel
Firecracker Barbarians Battle Ram Bomb Tower Ice Wizard Electro Wizard
The Log
Firecracker Barbarians Battle Ram
Earthquake
Firecracker Barbarians Bomb Tower
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Barbarians Battle Ram Ice Wizard Electro Wizard
Fireball
Firecracker Barbarians Battle Ram Bomb Tower Ice Wizard Electro Wizard
Poison
Bats Firecracker Barbarians Bomb Tower Ice Wizard Electro Wizard
Lightning
Battle Ram Bomb Tower Ice Wizard Electro Wizard
Rocket
Barbarians Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Bomb Tower Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Battle Ram Ice Wizard

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 Ice Wizard 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 Firecracker Ice Wizard Battle Ram Bomb Tower Electro Wizard Barbarians

Shortest cycle

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

11 Bats Arrows Firecracker Ice Wizard

Attack Synergies 0 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
Firecracker Battle Ram
Arrows
Battle Ram
Firecracker
Bats Battle Ram
Barbarians
Battle Ram
Bats Arrows Firecracker Electro Wizard
Bomb Tower
Ice Wizard
Electro Wizard
Battle Ram

Defense Synergies 0 12

Bats
Firecracker Bomb Tower Ice Wizard Electro Wizard
Arrows
Barbarians Bomb Tower Ice Wizard
Firecracker
Bats Bomb Tower Ice Wizard Electro Wizard
Barbarians
Arrows
Battle Ram
Bomb Tower
Bats Arrows Firecracker Ice Wizard Electro Wizard
Ice Wizard
Bats Arrows Firecracker Bomb Tower
Electro Wizard
Bats Firecracker Bomb Tower

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.

Firecracker Electro Wizard
Barbarians Bomb Tower Bats Firecracker Ice Wizard Electro Wizard
Barbarians Bomb Tower Bats Ice Wizard Electro Wizard
Barbarians Bomb Tower Bats Firecracker Ice Wizard Electro Wizard
Arrows Firecracker Barbarians Bomb Tower
Arrows Bats Firecracker Bomb Tower Ice Wizard Electro Wizard
Bats Electro Wizard Arrows Firecracker Bomb Tower Ice Wizard
Arrows Barbarians Bomb Tower Electro Wizard
Barbarians Bomb Tower Ice Wizard
Firecracker Barbarians Ice Wizard Electro Wizard
Bats Barbarians Ice Wizard Electro Wizard Arrows Firecracker Bomb Tower
Arrows Bats Firecracker Ice Wizard Electro Wizard
Barbarians Bomb Tower Bats Ice Wizard Electro Wizard
Bomb Tower Bats Arrows Firecracker Barbarians Electro Wizard
Barbarians Bomb Tower Electro Wizard
Barbarians Bomb Tower Electro Wizard
Barbarians Bomb Tower Bats Arrows Firecracker Electro Wizard
Arrows Bomb Tower Bats Firecracker Barbarians Ice Wizard Electro Wizard
Arrows Bomb Tower Bats Firecracker Barbarians Ice Wizard Electro Wizard
Barbarians Bomb Tower Electro Wizard
Bats Arrows Firecracker Barbarians Bomb Tower Electro Wizard
Bomb Tower

Counters to secondary win conditions

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

Barbarians Electro Wizard
Electro Wizard Arrows Firecracker Bomb Tower
Barbarians Bats Bomb Tower Electro Wizard
Bats Barbarians Electro Wizard
Barbarians
Arrows Firecracker Bats Bomb Tower Ice Wizard Electro Wizard
Bats Barbarians Bomb Tower Ice Wizard Electro Wizard
Barbarians Bomb Tower
Electro Wizard Bats Firecracker Barbarians Bomb Tower
Barbarians
Bats Barbarians Bomb Tower
Arrows Barbarians Electro Wizard
Barbarians Bomb Tower
Firecracker Barbarians Bomb Tower
Barbarians Electro Wizard Bats Firecracker Bomb Tower
Bats Arrows Firecracker Barbarians Bomb Tower Ice Wizard Electro Wizard
Arrows Bomb Tower Ice Wizard Electro Wizard

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 Firecracker
Arrows Firecracker Ice Wizard Electro Wizard
Arrows
Arrows Firecracker Barbarians
Arrows Firecracker
Arrows Firecracker Bats Ice Wizard
Arrows Firecracker
Arrows Firecracker Ice Wizard
Arrows Firecracker
Bats Electro Wizard
Firecracker Arrows Electro Wizard
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Arrows Firecracker Electro Wizard
Arrows Firecracker
Arrows
Arrows Barbarians
Arrows Firecracker Ice Wizard
Arrows Firecracker Ice Wizard Electro Wizard
Arrows
Arrows Firecracker
Bats Arrows Firecracker Ice Wizard Electro Wizard
Electro Wizard Bats Firecracker
Arrows
Arrows Firecracker Electro Wizard
Arrows Firecracker
Electro Wizard Bats Barbarians
Arrows Firecracker Ice Wizard Electro Wizard
Arrows
Firecracker Electro Wizard
Arrows Firecracker
Arrows
Firecracker
Bats Firecracker Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Electro Wizard
Firecracker

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