My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Great!
Versatility
Godly!
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 Little Prince

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Balloon Golem Little Prince

Offensive cards

Win conditions

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

Balloon Golem

Damage spells

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

Zap Tornado

Punishments

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

Balloon

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.

Balloon Golem

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.

Balloon Golem

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 Clone Balloon
Giant Snowball
Bats Cannon Clone Balloon Little Prince
Zap
Bats Cannon Clone Balloon Little Prince
Barbarian Barrel
Cannon Clone Little Prince
The Log
Cannon Clone Little Prince
Earthquake
Cannon Clone
Arrows
Bats Clone Little Prince
Royal Delivery
Bats Clone Balloon Little Prince
Fireball
Cannon Clone Balloon Little Prince
Poison
Bats Cannon Clone Balloon Little Prince
Lightning
Cannon Balloon Little Prince
Rocket
Balloon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado

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 Clone Tornado 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Cannon Clone Tornado Little Prince Balloon Golem

Shortest cycle

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

10 Bats Zap Cannon Clone

Attack Synergies 5 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
Balloon Zap Clone Golem
Zap
Tornado Balloon Bats Golem Little Prince
Cannon
Clone
Balloon Golem Bats
Tornado
Zap Balloon Golem
Balloon
Bats Zap Clone Tornado Golem Little Prince
Golem
Clone Bats Zap Tornado Balloon
Little Prince
Zap Balloon

Defense Synergies 1 6

Bats
Zap Cannon
Zap
Cannon Bats Tornado Little Prince
Cannon
Zap Bats Little Prince
Clone
Tornado
Zap Little Prince
Balloon
Golem
Little Prince
Zap Cannon Tornado

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.

Zap Cannon
Bats Zap Cannon
Cannon Tornado Bats
Cannon Bats
Tornado
Tornado Bats Zap Cannon
Bats Tornado Zap Cannon Little Prince
Zap Cannon
Cannon Tornado
Tornado Cannon Little Prince
Bats Zap Cannon Tornado
Bats Zap Tornado
Cannon Bats Zap
Bats Zap Cannon Tornado
Cannon
Tornado Zap Cannon
Bats Cannon Tornado
Cannon Bats Zap Tornado Little Prince
Zap Tornado Bats Cannon Little Prince
Cannon Tornado
Bats Cannon Little Prince

Counters to secondary win conditions

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

Zap
Zap
Bats Zap
Bats Zap Tornado
Cannon
Bats Zap Tornado
Bats
Zap Bats Tornado
Cannon
Bats
Zap Tornado
Cannon
Cannon
Bats Zap Tornado Little Prince
Bats Zap Cannon
Zap Cannon

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.)

Zap Tornado
Zap
Bats Zap Tornado
Tornado
Zap Tornado
Zap Tornado
Bats Tornado
Zap Tornado
Zap Tornado
Zap
Zap
Tornado
Bats
Zap
Zap Tornado Little Prince
Tornado
Tornado
Zap
Zap Tornado Little Prince
Zap Tornado
Zap Tornado
Zap Tornado
Bats Zap Tornado Little Prince
Zap Bats
Zap
Zap
Zap Bats
Zap Tornado
Zap
Zap Tornado
Zap Bats Tornado
Bats Zap Tornado
Zap Tornado Little Prince

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