My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Tesla Ice Golem Baby Dragon Magic Archer

Defensive buildings

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

Tesla

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 Tesla Ice Golem Baby Dragon Royal Ghost Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elite Barbarians Royal Ghost

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 Elite Barbarians Ice Golem Baby Dragon Royal Ghost 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.

Elite Barbarians Royal Ghost 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 Elite Barbarians
Giant Snowball
Bats Baby Dragon
Zap
Bats
Barbarian Barrel
Knight Tesla Elite Barbarians Royal Ghost Magic Archer
The Log
Elite Barbarians
Earthquake
Tesla
Arrows
Bats
Royal Delivery
Bats Knight Elite Barbarians Baby Dragon Royal Ghost Magic Archer
Fireball
Tesla Elite Barbarians Baby Dragon Magic Archer
Poison
Bats Magic Archer
Lightning
Knight Tesla Elite Barbarians Ice Golem Baby Dragon Magic Archer
Rocket
Elite Barbarians Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Baby Dragon Royal Ghost 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 Knight Ice Golem Baby Dragon Royal Ghost

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.

Elite Barbarians

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.

Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Ice Golem Knight Royal Ghost Tesla Baby Dragon Magic Archer Elite Barbarians

Shortest cycle

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

10 Bats Ice Golem Knight Royal Ghost

Attack Synergies 3 9

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 Ice Golem Elite Barbarians Baby Dragon
Knight
Bats Baby Dragon Elite Barbarians Magic Archer
Tesla
Elite Barbarians
Bats Knight Ice Golem Royal Ghost
Ice Golem
Bats Elite Barbarians Baby Dragon Magic Archer
Baby Dragon
Knight Bats Ice Golem
Royal Ghost
Elite Barbarians Magic Archer
Magic Archer
Knight Ice Golem Royal Ghost

Defense Synergies 4 10

Bats
Knight Tesla Ice Golem Baby Dragon
Knight
Bats Tesla Magic Archer Baby Dragon
Tesla
Knight Ice Golem Bats Baby Dragon Magic Archer
Elite Barbarians
Ice Golem
Ice Golem
Tesla Bats Elite Barbarians Baby Dragon Royal Ghost Magic Archer
Baby Dragon
Bats Knight Tesla Ice Golem
Royal Ghost
Ice Golem
Magic Archer
Knight Tesla Ice Golem

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 Tesla Ice Golem Baby Dragon Magic Archer
Elite Barbarians Bats Knight Tesla
Tesla Bats Knight Elite Barbarians
Tesla Elite Barbarians Bats Knight
Elite Barbarians
Bats Tesla Baby Dragon Royal Ghost Magic Archer
Bats Tesla Baby Dragon Magic Archer
Tesla Ice Golem Baby Dragon Magic Archer
Tesla Elite Barbarians
Knight Elite Barbarians Tesla Ice Golem Royal Ghost
Bats Knight Tesla Ice Golem Baby Dragon Royal Ghost Magic Archer
Tesla Bats Baby Dragon Magic Archer
Tesla Bats Knight Elite Barbarians
Bats Tesla Baby Dragon Royal Ghost Magic Archer
Elite Barbarians Knight Tesla
Tesla Elite Barbarians
Tesla Bats Knight Elite Barbarians
Tesla Bats Knight Elite Barbarians Baby Dragon Royal Ghost Magic Archer
Baby Dragon Bats Knight Tesla Ice Golem Royal Ghost Magic Archer
Tesla Elite Barbarians
Royal Ghost Bats Knight Tesla Elite Barbarians Baby Dragon
Tesla Elite Barbarians

Counters to secondary win conditions

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

Knight Tesla Elite Barbarians Ice Golem Royal Ghost
Knight Tesla Elite Barbarians Ice Golem Baby Dragon Royal Ghost Magic Archer
Bats Knight Elite Barbarians Ice Golem
Bats Knight Tesla Elite Barbarians Ice Golem
Knight Tesla Elite Barbarians
Bats Tesla Ice Golem Baby Dragon Magic Archer
Bats Knight Tesla Elite Barbarians Ice Golem
Knight Tesla Elite Barbarians
Bats Knight Elite Barbarians Ice Golem Baby Dragon Magic Archer
Tesla
Bats Knight Tesla Elite Barbarians
Elite Barbarians
Elite Barbarians Knight Tesla Ice Golem
Tesla Baby Dragon Magic Archer
Tesla Elite Barbarians Bats Knight Ice Golem Baby Dragon Magic Archer
Bats Tesla Elite Barbarians Ice Golem Baby Dragon Royal Ghost Magic Archer

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 Knight Ice Golem Baby Dragon Royal Ghost
Baby Dragon Royal Ghost Magic Archer
Baby Dragon Magic Archer
Knight Ice Golem
Baby Dragon Magic Archer
Bats Ice Golem Baby Dragon Magic Archer
Baby Dragon Magic Archer
Ice Golem Baby Dragon Magic Archer
Bats Elite Barbarians
Knight Magic Archer
Baby Dragon Magic Archer
Knight Elite Barbarians Ice Golem Baby Dragon Magic Archer
Baby Dragon Magic Archer
Elite Barbarians Ice Golem Baby Dragon Magic Archer
Baby Dragon Magic Archer
Magic Archer Baby Dragon
Bats
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon
Ice Golem Baby Dragon Magic Archer
Baby Dragon Royal Ghost Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Elite Barbarians Bats Ice Golem Baby Dragon Magic Archer
Bats
Elite Barbarians
Magic Archer
Magic Archer
Magic Archer
Bats Magic Archer
Baby Dragon Magic Archer
Knight Baby Dragon Magic Archer
Ice Golem Baby Dragon Magic Archer
Elite Barbarians
Bats Elite Barbarians Baby Dragon Magic Archer
Bats Magic Archer
Baby Dragon Royal Ghost Magic Archer

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