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 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 Wizard Inferno Dragon Magic Archer

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 Royal Giant Wizard Inferno Dragon Magic Archer

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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.

Royal Giant Magic Archer

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.

Magic Archer

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 Royal Giant Guards Skeleton Army Inferno Dragon
Giant Snowball
Bats Guards Skeleton Army Inferno Dragon
Zap
Bats Royal Giant Guards Skeleton Army Inferno Dragon
Barbarian Barrel
Wizard Guards Skeleton Army Magic Archer
The Log
Royal Giant Guards Skeleton Army
Earthquake
Guards Skeleton Army
Arrows
Bats Guards Skeleton Army
Royal Delivery
Bats Wizard Guards Skeleton Army Inferno Dragon Magic Archer
Fireball
Wizard Skeleton Army Inferno Dragon Magic Archer
Poison
Bats Wizard Guards Skeleton Army Magic Archer
Lightning
Wizard Inferno Dragon Magic Archer
Rocket
Wizard Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Magic Archer

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 Guards Skeleton Army Inferno 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.

Royal Giant 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Guards Skeleton Army Inferno Dragon Magic Archer Wizard Royal Giant

Shortest cycle

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

11 Bats Arrows Guards Skeleton Army

Attack Synergies 2 4

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
Royal Giant Inferno Dragon
Arrows
Royal Giant
Royal Giant
Bats Arrows Wizard Guards Magic Archer
Wizard
Royal Giant
Guards
Royal Giant
Skeleton Army
Inferno Dragon
Bats
Magic Archer
Royal Giant

Defense Synergies 0 7

Bats
Inferno Dragon
Arrows
Royal Giant
Wizard
Guards Skeleton Army
Guards
Wizard Skeleton Army Magic Archer
Skeleton Army
Wizard Guards Inferno Dragon Magic Archer
Inferno Dragon
Bats Skeleton Army
Magic Archer
Guards Skeleton Army

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.

Wizard Magic Archer
Skeleton Army Inferno Dragon Bats
Skeleton Army Bats Inferno Dragon
Skeleton Army Inferno Dragon Bats Guards
Arrows Skeleton Army
Arrows Skeleton Army Bats Guards Magic Archer
Bats Inferno Dragon Arrows Wizard Magic Archer
Arrows Magic Archer
Inferno Dragon Skeleton Army
Guards Skeleton Army
Bats Guards Skeleton Army Arrows Wizard Magic Archer
Arrows Inferno Dragon Bats Wizard Magic Archer
Skeleton Army Bats Wizard Guards
Wizard Skeleton Army Bats Arrows Guards Magic Archer
Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Wizard Bats Arrows Skeleton Army
Arrows Bats Wizard Guards Skeleton Army Magic Archer
Arrows Wizard Bats Guards Inferno Dragon Magic Archer
Inferno Dragon
Wizard Skeleton Army Bats Arrows Guards

Counters to secondary win conditions

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

Guards Skeleton Army
Arrows Wizard Inferno Dragon Magic Archer
Guards Skeleton Army Bats
Guards Skeleton Army Bats
Guards Skeleton Army Inferno Dragon
Arrows Wizard Bats Magic Archer
Guards Skeleton Army Bats
Skeleton Army Inferno Dragon
Bats Skeleton Army Inferno Dragon Magic Archer
Guards Skeleton Army Inferno Dragon
Inferno Dragon Bats Guards
Skeleton Army Arrows Guards
Skeleton Army Wizard Guards
Wizard Skeleton Army Magic Archer
Guards Skeleton Army Bats Inferno Dragon Magic Archer
Bats Arrows Wizard Inferno Dragon Magic Archer
Arrows

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.)

Magic Archer Arrows Guards
Arrows Magic Archer
Arrows Magic Archer
Arrows Guards
Wizard Arrows Magic Archer
Arrows Wizard Bats Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard
Bats Guards
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Wizard Magic Archer
Magic Archer Arrows Wizard
Arrows
Bats
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Magic Archer
Arrows Wizard
Arrows
Arrows Wizard Magic Archer
Inferno Dragon
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows Magic Archer
Bats Arrows Wizard Magic Archer
Bats Wizard Guards
Arrows Wizard Magic Archer
Arrows Magic Archer
Arrows Wizard Magic Archer
Bats Guards Skeleton Army Magic Archer
Arrows Wizard Magic Archer
Arrows
Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows
Bats Guards Magic Archer
Bats Magic Archer
Magic Archer
Inferno Dragon
Wizard

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