My Best Clash Royale Deck

Deck Check Rating

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

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 Inferno Tower Wizard Princess Electro Wizard Inferno Dragon

Defensive buildings

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

Inferno 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 Battle Ram Wizard Princess Electro Wizard Inferno Dragon

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 Princess

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.

Battle Ram Princess

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.

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 Inferno Dragon
Giant Snowball
Bats Battle Ram Princess Inferno Dragon
Zap
Bats Battle Ram Inferno Tower Princess Inferno Dragon
Barbarian Barrel
Battle Ram Inferno Tower Wizard Princess Electro Wizard
The Log
Battle Ram Princess
Earthquake
Inferno Tower
Arrows
Bats Princess
Royal Delivery
Bats Battle Ram Wizard Princess Electro Wizard Inferno Dragon
Fireball
Battle Ram Inferno Tower Wizard Princess Electro Wizard Inferno Dragon
Poison
Bats Inferno Tower Wizard Princess Electro Wizard
Lightning
Battle Ram Inferno Tower Wizard Electro Wizard Inferno Dragon
Rocket
Inferno Tower Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Princess

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Princess

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 Inferno Tower Princess 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.

Princess

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Princess Battle Ram Electro Wizard Inferno Dragon Inferno Tower Wizard

Shortest cycle

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

12 Bats Arrows Princess Battle Ram

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
Battle Ram Inferno Dragon
Arrows
Battle Ram
Battle Ram
Bats Arrows Princess Electro Wizard
Inferno Tower
Wizard
Princess
Battle Ram
Electro Wizard
Battle Ram
Inferno Dragon
Bats

Defense Synergies 1 7

Bats
Inferno Tower Electro Wizard Inferno Dragon
Arrows
Inferno Tower
Battle Ram
Inferno Tower
Electro Wizard Bats Arrows Princess
Wizard
Electro Wizard
Princess
Inferno Tower
Electro Wizard
Inferno Tower Bats Wizard Inferno Dragon
Inferno Dragon
Bats Electro Wizard

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.

Inferno Tower Wizard Electro Wizard
Inferno Tower Inferno Dragon Bats Electro Wizard
Inferno Tower Bats Electro Wizard Inferno Dragon
Inferno Tower Inferno Dragon Bats Electro Wizard
Arrows Princess
Arrows Bats Electro Wizard
Bats Inferno Tower Electro Wizard Inferno Dragon Arrows Wizard Princess
Arrows Inferno Tower Electro Wizard
Inferno Tower Inferno Dragon Princess
Inferno Tower Electro Wizard
Bats Electro Wizard Arrows Wizard Princess
Arrows Inferno Tower Inferno Dragon Bats Wizard Princess Electro Wizard
Inferno Tower Bats Wizard Electro Wizard
Wizard Bats Arrows Princess Electro Wizard
Inferno Tower Inferno Dragon Electro Wizard
Inferno Tower Electro Wizard Inferno Dragon
Wizard Bats Arrows Inferno Tower Electro Wizard
Arrows Bats Wizard Electro Wizard
Arrows Wizard Bats Princess Electro Wizard Inferno Dragon
Inferno Tower Electro Wizard Inferno Dragon
Wizard Bats Arrows Electro Wizard

Counters to secondary win conditions

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

Inferno Tower Electro Wizard
Electro Wizard Arrows Wizard Inferno Dragon
Bats Inferno Tower Electro Wizard
Bats Inferno Tower Electro Wizard
Inferno Tower Inferno Dragon
Arrows Wizard Bats Princess Electro Wizard
Bats Inferno Tower Electro Wizard
Inferno Tower Inferno Dragon
Electro Wizard Bats Inferno Tower Inferno Dragon
Inferno Tower Inferno Dragon
Inferno Dragon Bats Inferno Tower
Arrows Electro Wizard
Inferno Tower Wizard
Wizard Princess
Inferno Tower Electro Wizard Bats Inferno Dragon
Bats Arrows Inferno Tower Wizard Princess Electro Wizard Inferno Dragon
Arrows Inferno Tower

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.)

Princess Arrows
Arrows Princess Electro Wizard
Arrows
Arrows
Wizard Arrows
Arrows Wizard Bats Princess
Arrows Wizard Princess
Arrows Wizard Princess
Arrows Wizard
Bats Electro Wizard
Arrows Wizard Princess Electro Wizard
Arrows Wizard Princess
Princess
Arrows Princess
Princess Arrows
Arrows Wizard Princess
Arrows Wizard Princess
Arrows
Bats
Arrows Wizard Princess Electro Wizard
Arrows Wizard Princess
Arrows Wizard Princess
Arrows
Arrows Wizard Princess
Inferno Dragon
Arrows Wizard Princess Electro Wizard
Arrows Wizard Princess
Arrows
Bats Arrows Wizard Princess Electro Wizard
Electro Wizard Bats Wizard
Arrows Wizard
Arrows Princess Electro Wizard
Arrows Wizard Princess
Electro Wizard Bats Princess
Arrows Wizard Princess Electro Wizard
Arrows
Wizard Princess Electro Wizard
Arrows Wizard Princess
Arrows
Bats Princess Electro Wizard
Bats Princess Electro Wizard
Princess Electro Wizard

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