My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Phoenix 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 Giant Fisherman Phoenix Little Prince

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 Void

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.

Void

Dropped at the bridge

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

Knight Giant Phoenix

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 Phoenix
Giant Snowball
Bats Fisherman Little Prince
Zap
Bats Fisherman Little Prince
Barbarian Barrel
Knight Little Prince
The Log
Fisherman Little Prince
Earthquake
Arrows
Bats Little Prince
Royal Delivery
Bats Knight Fisherman Little Prince
Fireball
Fisherman Little Prince
Poison
Bats Fisherman Phoenix Little Prince
Lightning
Knight Fisherman Phoenix Little Prince
Rocket
Phoenix Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Arrows Knight Void Fisherman Little Prince Phoenix Giant

Shortest cycle

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

11 Bats Arrows Knight Void

Attack Synergies 4 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 Giant Fisherman
Arrows
Giant Void Knight Phoenix
Knight
Bats Arrows Little Prince
Giant
Bats Arrows Void Fisherman Little Prince
Void
Arrows Giant
Fisherman
Bats Giant
Phoenix
Arrows
Little Prince
Knight Giant

Defense Synergies 2 8

Bats
Knight Fisherman
Arrows
Knight Void Phoenix Little Prince
Knight
Bats Little Prince Arrows Fisherman Phoenix
Giant
Void
Arrows
Fisherman
Bats Knight
Phoenix
Arrows Knight Little Prince
Little Prince
Knight Arrows Phoenix

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 Void
Bats Knight Fisherman Phoenix
Fisherman Bats Knight Void
Bats Knight Fisherman Phoenix
Arrows
Arrows Bats
Bats Arrows Void Phoenix Little Prince
Arrows Void Phoenix
Fisherman Phoenix
Knight Fisherman Phoenix Little Prince
Bats Arrows Knight Fisherman
Arrows Bats Phoenix
Bats Knight
Bats Arrows
Knight Phoenix
Fisherman
Bats Arrows Knight Fisherman
Arrows Bats Knight Fisherman Little Prince
Arrows Bats Knight Fisherman Little Prince
Fisherman Phoenix
Bats Arrows Knight Fisherman Little Prince

Counters to secondary win conditions

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

Knight Void Fisherman
Void Arrows Knight Fisherman Phoenix
Bats Knight Fisherman
Bats Knight Fisherman Phoenix
Knight Fisherman Phoenix
Arrows Bats
Bats Knight Void Phoenix
Knight Fisherman Phoenix
Void Bats Knight Phoenix
Phoenix
Bats Knight Phoenix
Arrows Void Phoenix
Knight
Phoenix Bats Knight Fisherman Little Prince
Bats Arrows Phoenix

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.)

Void Arrows Knight
Arrows Void Fisherman
Arrows Void
Arrows Knight Void
Arrows
Arrows Bats
Arrows
Arrows
Arrows Void Fisherman
Bats Void Fisherman
Void Arrows Knight Fisherman
Void Arrows
Knight Void Fisherman
Arrows Void Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Bats Fisherman
Void Arrows Fisherman
Arrows Little Prince
Void
Arrows Void
Void Fisherman
Arrows Void
Arrows Little Prince
Fisherman
Arrows Void Fisherman
Void Arrows Fisherman
Void Arrows Fisherman
Bats Arrows Little Prince
Bats Void
Void
Void Arrows
Void Arrows
Arrows
Bats Void
Arrows
Arrows
Void Knight
Arrows
Void Arrows
Bats
Bats Void
Void Little Prince

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