My Best Clash Royale Deck

Deck Check Rating

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

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 Electro 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 Knight Dark Prince Electro Dragon Electro Giant Magic Archer

Offensive cards

Win conditions

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

Wall Breakers Electro Giant

Damage spells

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

Tornado

Punishments

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

Wall Breakers Dark Prince Electro 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.

Knight Wall Breakers Dark Prince Electro 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.

Dark Prince Electro Dragon 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 Wall Breakers Dark Prince
Giant Snowball
Bats Wall Breakers Electro Dragon
Zap
Bats Wall Breakers Dark Prince
Barbarian Barrel
Knight Wall Breakers Dark Prince Magic Archer
The Log
Wall Breakers Dark Prince
Earthquake
Arrows
Bats Wall Breakers
Royal Delivery
Bats Knight Wall Breakers Dark Prince Electro Dragon Magic Archer
Fireball
Wall Breakers Electro Dragon Magic Archer
Poison
Bats Electro Dragon Magic Archer
Lightning
Knight Dark Prince Electro Dragon Magic Archer
Rocket
Electro Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Dark Prince Electro Dragon Electro Giant Magic Archer

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 Knight Tornado Dark Prince Electro Giant

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Wall Breakers Knight Tornado Dark Prince Magic Archer Electro Dragon Electro Giant

Shortest cycle

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

10 Bats Wall Breakers Knight Tornado

Attack Synergies 5 8

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 Wall Breakers Dark Prince
Knight
Bats Wall Breakers Electro Dragon Magic Archer
Wall Breakers
Knight Bats
Tornado
Electro Giant Magic Archer Dark Prince Electro Dragon
Dark Prince
Electro Giant Bats Tornado Magic Archer
Electro Dragon
Knight Tornado Magic Archer
Electro Giant
Tornado Dark Prince
Magic Archer
Tornado Knight Dark Prince Electro Dragon

Defense Synergies 4 7

Bats
Knight Dark Prince
Knight
Bats Electro Dragon Magic Archer Tornado
Wall Breakers
Tornado
Magic Archer Knight Dark Prince Electro Dragon Electro Giant
Dark Prince
Bats Tornado Electro Dragon Magic Archer
Electro Dragon
Knight Tornado Dark Prince
Electro Giant
Tornado
Magic Archer
Knight Tornado Dark Prince

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 Electro Dragon Magic Archer
Bats Knight Dark Prince Electro Dragon
Tornado Bats Knight Dark Prince Electro Dragon
Bats Knight Dark Prince Electro Dragon
Tornado Dark Prince
Tornado Bats Dark Prince Electro Dragon Magic Archer
Bats Tornado Electro Dragon Magic Archer
Electro Dragon Electro Giant Magic Archer
Tornado
Knight Tornado Dark Prince
Bats Knight Tornado Dark Prince Electro Dragon Electro Giant Magic Archer
Bats Tornado Electro Dragon Magic Archer
Bats Knight Dark Prince Electro Dragon
Bats Tornado Dark Prince Electro Dragon Magic Archer
Knight
Tornado Electro Giant
Bats Knight Tornado Dark Prince Electro Dragon
Bats Knight Tornado Dark Prince Electro Dragon Magic Archer
Tornado Bats Knight Dark Prince Electro Dragon Magic Archer
Tornado
Dark Prince Bats Knight Electro Dragon Electro Giant

Counters to secondary win conditions

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

Knight Dark Prince Electro Giant
Knight Electro Dragon Magic Archer
Bats Knight Dark Prince Electro Dragon
Dark Prince Bats Knight Tornado
Knight Dark Prince
Electro Giant Bats Tornado Electro Dragon Magic Archer
Dark Prince Bats Knight
Knight Dark Prince
Electro Dragon Bats Knight Tornado Dark Prince Magic Archer
Bats Knight Dark Prince Electro Dragon
Tornado Dark Prince Electro Giant
Dark Prince Knight
Electro Dragon Electro Giant Magic Archer
Electro Dragon Electro Giant Bats Knight Tornado Dark Prince Magic Archer
Bats Dark Prince Electro Dragon Electro Giant 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 Electro Dragon
Tornado Electro Dragon Magic Archer
Electro Dragon Magic Archer
Knight Dark Prince
Dark Prince Magic Archer
Electro Giant Bats Tornado Electro Dragon Magic Archer
Tornado Magic Archer
Tornado Electro Dragon Magic Archer
Tornado Electro Dragon
Bats Tornado Electro Dragon
Knight Tornado Dark Prince Electro Dragon Magic Archer
Tornado Electro Dragon Magic Archer
Knight Magic Archer
Electro Dragon Magic Archer
Magic Archer
Electro Dragon Magic Archer
Magic Archer Electro Dragon
Tornado
Bats
Dark Prince Electro Dragon Magic Archer
Tornado Electro Dragon Electro Giant Magic Archer
Magic Archer
Tornado
Tornado
Electro Dragon
Tornado Electro Giant Dark Prince Electro Dragon Magic Archer
Tornado Electro Dragon Magic Archer
Tornado Electro Dragon Magic Archer
Tornado Magic Archer
Bats Tornado Electro Dragon Electro Giant Magic Archer
Electro Dragon Bats Electro Giant
Electro Dragon Magic Archer
Electro Dragon Magic Archer
Magic Archer
Bats Dark Prince Electro Dragon Magic Archer
Tornado Electro Dragon Magic Archer
Knight Dark Prince Electro Dragon Magic Archer
Electro Dragon Magic Archer
Tornado Electro Giant
Dark Prince Electro Dragon
Electro Dragon Electro Giant Bats Tornado Magic Archer
Bats Tornado Electro Dragon Magic Archer
Electro Dragon Tornado Dark Prince Electro Giant Magic Archer

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