My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Electro Wizard Inferno Dragon

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 Firecracker Battle Ram Giant Skeleton 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.

Zap Tornado

Punishments

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

Battle Ram

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 Giant Skeleton

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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 Battle Ram Tornado Giant Skeleton Inferno Dragon

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Firecracker Tornado Battle Ram Electro Wizard Inferno Dragon Giant Skeleton

Shortest cycle

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

10 Bats Zap Firecracker Tornado

Attack Synergies 5 13

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
Giant Skeleton Zap Firecracker Battle Ram Inferno Dragon
Zap
Firecracker Battle Ram Tornado Electro Wizard Bats Giant Skeleton
Firecracker
Zap Bats Battle Ram Tornado Giant Skeleton Inferno Dragon
Battle Ram
Zap Bats Firecracker Tornado Electro Wizard
Tornado
Zap Firecracker Battle Ram Giant Skeleton
Giant Skeleton
Bats Zap Firecracker Tornado Electro Wizard
Electro Wizard
Zap Battle Ram Giant Skeleton
Inferno Dragon
Bats Firecracker

Defense Synergies 1 17

Bats
Zap Firecracker Giant Skeleton Electro Wizard Inferno Dragon
Zap
Electro Wizard Bats Firecracker Tornado Giant Skeleton Inferno Dragon
Firecracker
Bats Zap Tornado Giant Skeleton Electro Wizard
Battle Ram
Tornado
Zap Firecracker Giant Skeleton Electro Wizard Inferno Dragon
Giant Skeleton
Bats Zap Firecracker Tornado Electro Wizard
Electro Wizard
Zap Bats Firecracker Tornado Giant Skeleton Inferno Dragon
Inferno Dragon
Bats Zap Tornado 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.

Zap Firecracker Electro Wizard
Inferno Dragon Bats Zap Firecracker Electro Wizard
Tornado Bats Giant Skeleton Electro Wizard Inferno Dragon
Inferno Dragon Bats Firecracker Electro Wizard
Firecracker Tornado Giant Skeleton
Tornado Bats Zap Firecracker Electro Wizard
Bats Tornado Electro Wizard Inferno Dragon Zap Firecracker
Zap Giant Skeleton Electro Wizard
Inferno Dragon Tornado
Tornado Firecracker Giant Skeleton Electro Wizard
Bats Electro Wizard Zap Firecracker Tornado Giant Skeleton
Inferno Dragon Bats Zap Firecracker Tornado Electro Wizard
Bats Zap Giant Skeleton Electro Wizard
Bats Zap Firecracker Tornado Electro Wizard
Inferno Dragon Electro Wizard
Tornado Zap Electro Wizard Inferno Dragon
Bats Firecracker Tornado Electro Wizard
Bats Zap Firecracker Tornado Electro Wizard
Zap Tornado Bats Firecracker Giant Skeleton Electro Wizard Inferno Dragon
Tornado Electro Wizard Inferno Dragon
Bats Firecracker Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Zap Giant Skeleton Electro Wizard
Electro Wizard Zap Firecracker Inferno Dragon
Giant Skeleton Bats Zap Electro Wizard
Giant Skeleton Bats Zap Tornado Electro Wizard
Giant Skeleton Inferno Dragon
Firecracker Bats Zap Tornado Electro Wizard
Bats Giant Skeleton Electro Wizard
Giant Skeleton Inferno Dragon
Zap Giant Skeleton Electro Wizard Bats Firecracker Tornado Inferno Dragon
Inferno Dragon
Inferno Dragon Bats Giant Skeleton
Zap Tornado Giant Skeleton Electro Wizard
Giant Skeleton
Firecracker
Electro Wizard Bats Zap Firecracker Tornado Giant Skeleton Inferno Dragon
Bats Zap Firecracker Giant Skeleton Electro Wizard Inferno Dragon

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.)

Firecracker Giant Skeleton
Firecracker Zap Tornado Electro Wizard
Giant Skeleton
Firecracker Giant Skeleton
Zap Firecracker
Firecracker Bats Zap Tornado
Firecracker Tornado
Zap Firecracker Tornado
Zap Firecracker Tornado
Bats Tornado Electro Wizard
Firecracker Zap Tornado Electro Wizard
Zap Firecracker Tornado
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Tornado
Bats
Zap Firecracker Electro Wizard
Zap Firecracker Tornado
Giant Skeleton
Tornado
Tornado
Zap
Zap Firecracker Tornado
Inferno Dragon
Firecracker Zap Tornado Electro Wizard
Zap Tornado
Zap Firecracker Tornado
Bats Zap Firecracker Tornado Electro Wizard
Zap Electro Wizard Bats Firecracker
Zap
Zap Firecracker Electro Wizard
Giant Skeleton
Firecracker
Zap Electro Wizard Bats
Zap Firecracker Tornado Electro Wizard
Firecracker Electro Wizard
Zap Firecracker
Zap Tornado Giant Skeleton
Firecracker
Zap Bats Firecracker Tornado Giant Skeleton Electro Wizard
Firecracker Bats Zap Tornado Electro Wizard
Zap Firecracker Tornado Giant Skeleton Electro Wizard

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