My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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 Baby Dragon

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Baby Dragon

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

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

Knight 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.

Goblin Barrel

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 Goblin Barrel Guards Skeleton Army
Giant Snowball
Bats Cannon Goblin Barrel Guards Skeleton Army Baby Dragon
Zap
Bats Cannon Goblin Barrel Guards Skeleton Army
Barbarian Barrel
Knight Cannon Goblin Barrel Guards Skeleton Army
The Log
Cannon Goblin Barrel Guards Skeleton Army
Earthquake
Cannon Goblin Barrel Guards Skeleton Army
Arrows
Bats Goblin Barrel Guards Skeleton Army
Royal Delivery
Bats Knight Goblin Barrel Guards Skeleton Army Baby Dragon
Fireball
Cannon Goblin Barrel Skeleton Army Baby Dragon
Poison
Bats Cannon Guards Skeleton Army
Lightning
Knight Cannon Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon

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 Knight Guards Skeleton Army Baby Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel Skeleton Army

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.

Goblin Barrel

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 Arrows Knight Cannon Goblin Barrel Guards Skeleton Army Baby Dragon

Shortest cycle

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

11 Bats Arrows Knight Cannon

Attack Synergies 3 7

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
Knight Goblin Barrel Baby Dragon
Arrows
Knight Goblin Barrel
Knight
Bats Goblin Barrel Baby Dragon Arrows
Cannon
Goblin Barrel
Knight Bats Arrows Guards Skeleton Army Baby Dragon
Guards
Goblin Barrel
Skeleton Army
Goblin Barrel
Baby Dragon
Knight Bats Goblin Barrel

Defense Synergies 2 11

Bats
Knight Cannon Baby Dragon
Arrows
Knight Cannon
Knight
Bats Cannon Arrows Skeleton Army Baby Dragon
Cannon
Knight Bats Arrows Guards Skeleton Army Baby Dragon
Goblin Barrel
Guards
Cannon Skeleton Army Baby Dragon
Skeleton Army
Knight Cannon Guards
Baby Dragon
Bats Knight Cannon 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.

Knight Cannon Baby Dragon
Skeleton Army Bats Knight Cannon
Cannon Skeleton Army Bats Knight
Cannon Skeleton Army Bats Knight Guards
Arrows Skeleton Army
Arrows Skeleton Army Bats Cannon Guards Baby Dragon
Bats Arrows Cannon Baby Dragon
Arrows Cannon Baby Dragon
Cannon Skeleton Army
Knight Guards Skeleton Army Cannon
Bats Guards Skeleton Army Arrows Knight Cannon Baby Dragon
Arrows Bats Baby Dragon
Cannon Skeleton Army Bats Knight Guards
Skeleton Army Bats Arrows Cannon Guards Baby Dragon
Skeleton Army Knight Cannon
Skeleton Army Cannon
Bats Arrows Knight Cannon Skeleton Army
Arrows Cannon Bats Knight Guards Skeleton Army Baby Dragon
Arrows Baby Dragon Bats Knight Cannon Guards
Cannon
Skeleton Army Bats Arrows Knight Cannon Guards Baby Dragon
Cannon

Counters to secondary win conditions

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

Knight Guards Skeleton Army
Arrows Knight Baby Dragon
Guards Skeleton Army Bats Knight
Guards Skeleton Army Bats Knight
Knight Cannon Guards Skeleton Army
Arrows Bats Baby Dragon
Guards Skeleton Army Bats Knight
Knight Skeleton Army
Bats Knight Skeleton Army Baby Dragon
Cannon Guards Skeleton Army
Bats Knight Guards
Skeleton Army Arrows Guards
Skeleton Army Knight Cannon Guards
Cannon Skeleton Army Baby Dragon
Guards Skeleton Army Bats Knight Baby Dragon
Bats Arrows Cannon Baby Dragon
Arrows Cannon

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 Knight Guards Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Knight Guards
Arrows Baby Dragon
Arrows Bats Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bats Guards
Arrows Knight
Arrows Baby Dragon
Knight Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bats
Arrows Baby Dragon
Arrows Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Bats Arrows Baby Dragon
Bats Guards
Arrows
Arrows
Arrows
Bats Guards Skeleton Army
Arrows Baby Dragon
Arrows
Knight Baby Dragon
Arrows Baby Dragon
Arrows
Bats Guards Baby Dragon
Bats
Baby Dragon

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