My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Electro Dragon Little Prince

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 Knight Firecracker Electro Dragon Golem Little Prince

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Tornado

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.

Knight Golem

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 Dragon 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
Giant Snowball
Bats Electro Dragon Little Prince
Zap
Bats Firecracker Little Prince
Barbarian Barrel
Knight Firecracker Little Prince
The Log
Firecracker Little Prince
Earthquake
Firecracker
Arrows
Bats Firecracker Little Prince
Royal Delivery
Bats Knight Firecracker Electro Dragon Little Prince
Fireball
Firecracker Electro Dragon Little Prince
Poison
Bats Firecracker Electro Dragon Little Prince
Lightning
Knight Electro Dragon Little Prince
Rocket
Electro Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Tornado Electro Dragon

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 Knight Tornado Golem

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 Firecracker Tornado Little Prince Electro Dragon Golem

Shortest cycle

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

11 Bats Arrows Knight Firecracker

Attack Synergies 4 10

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 Firecracker Golem
Arrows
Golem Knight
Knight
Bats Firecracker Arrows Electro Dragon Little Prince
Firecracker
Knight Bats Tornado Golem
Tornado
Firecracker Electro Dragon Golem
Electro Dragon
Golem Knight Tornado Little Prince
Golem
Arrows Electro Dragon Bats Firecracker Tornado
Little Prince
Knight Electro Dragon

Defense Synergies 4 9

Bats
Knight Firecracker
Arrows
Knight Tornado Little Prince
Knight
Bats Firecracker Electro Dragon Little Prince Arrows Tornado
Firecracker
Knight Bats Tornado Electro Dragon
Tornado
Arrows Knight Firecracker Electro Dragon Little Prince
Electro Dragon
Knight Firecracker Tornado
Golem
Little Prince
Knight Arrows Tornado

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 Firecracker Electro Dragon
Bats Knight Firecracker Electro Dragon
Tornado Bats Knight Electro Dragon
Bats Knight Firecracker Electro Dragon
Arrows Firecracker Tornado
Arrows Tornado Bats Firecracker Electro Dragon
Bats Tornado Arrows Firecracker Electro Dragon Little Prince
Arrows Electro Dragon
Tornado
Knight Tornado Firecracker Little Prince
Bats Arrows Knight Firecracker Tornado Electro Dragon
Arrows Bats Firecracker Tornado Electro Dragon
Bats Knight Electro Dragon
Bats Arrows Firecracker Tornado Electro Dragon
Knight
Tornado
Bats Arrows Knight Firecracker Tornado Electro Dragon
Arrows Bats Knight Firecracker Tornado Electro Dragon Little Prince
Arrows Tornado Bats Knight Firecracker Electro Dragon Little Prince
Tornado
Bats Arrows Knight Firecracker Electro Dragon Little Prince

Counters to secondary win conditions

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

Knight
Arrows Knight Firecracker Electro Dragon
Bats Knight Electro Dragon
Bats Knight Tornado
Knight
Arrows Firecracker Bats Tornado Electro Dragon
Bats Knight
Knight
Electro Dragon Bats Knight Firecracker Tornado
Bats Knight Electro Dragon
Arrows Tornado
Knight
Firecracker Electro Dragon
Electro Dragon Bats Knight Firecracker Tornado Little Prince
Bats Arrows Firecracker Electro Dragon

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 Firecracker Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Arrows Electro Dragon
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker Bats Tornado Electro Dragon
Arrows Firecracker Tornado
Arrows Firecracker Tornado Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Bats Tornado Electro Dragon
Firecracker Arrows Knight Tornado Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Knight Firecracker
Arrows Firecracker Electro Dragon
Arrows Firecracker
Arrows Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Tornado
Bats
Arrows Firecracker Electro Dragon
Arrows Firecracker Tornado Electro Dragon Little Prince
Arrows Tornado
Tornado
Arrows Electro Dragon
Arrows Firecracker Tornado Electro Dragon Little Prince
Arrows Firecracker Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Firecracker Tornado
Bats Arrows Firecracker Tornado Electro Dragon Little Prince
Electro Dragon Bats Firecracker
Arrows Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Firecracker
Bats Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Arrows
Knight Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Tornado
Firecracker Electro Dragon
Electro Dragon Bats Firecracker Tornado
Firecracker Bats Tornado Electro Dragon
Electro Dragon Firecracker Tornado Little Prince

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