My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Inferno Tower Electro Wizard Ram Rider

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.

Bomber Bats Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows Fireball

Punishments

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

Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ram Rider

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 Ram Rider

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
Bomber Bats Guards Ram Rider
Giant Snowball
Bomber Bats Guards Ram Rider
Zap
Bomber Bats Inferno Tower Guards Ram Rider
Barbarian Barrel
Bomber Inferno Tower Guards Electro Wizard
The Log
Bomber Guards Ram Rider
Earthquake
Bomber Inferno Tower Guards
Arrows
Bomber Bats Guards
Royal Delivery
Bomber Bats Guards Electro Wizard Ram Rider
Fireball
Bomber Inferno Tower Electro Wizard Ram Rider
Poison
Bomber Bats Inferno Tower Guards Electro Wizard
Lightning
Inferno Tower Electro Wizard Ram Rider
Rocket
Inferno Tower Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Fireball

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 Arrows Inferno Tower Guards

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.

Fireball

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.

Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Arrows Guards Fireball Electro Wizard Inferno Tower Ram Rider

Shortest cycle

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

10 Bomber Bats Arrows Guards

Attack Synergies 1 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.

Bomber
Bats Ram Rider
Bats
Bomber Ram Rider
Arrows
Fireball Ram Rider
Fireball
Arrows Electro Wizard Ram Rider
Inferno Tower
Guards
Ram Rider
Electro Wizard
Fireball Ram Rider
Ram Rider
Bomber Bats Arrows Fireball Guards Electro Wizard

Defense Synergies 2 12

Bomber
Bats Guards Electro Wizard
Bats
Bomber Inferno Tower Electro Wizard
Arrows
Fireball Inferno Tower
Fireball
Arrows Inferno Tower Electro Wizard Ram Rider
Inferno Tower
Guards Electro Wizard Bats Arrows Fireball
Guards
Inferno Tower Bomber Electro Wizard
Electro Wizard
Inferno Tower Bomber Bats Fireball Guards Ram Rider
Ram Rider
Fireball 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.

Bomber Fireball Inferno Tower Electro Wizard Ram Rider
Inferno Tower Bats Electro Wizard Ram Rider
Inferno Tower Ram Rider Bomber Bats Electro Wizard
Inferno Tower Bats Guards Electro Wizard Ram Rider
Bomber Arrows Fireball
Arrows Fireball Bomber Bats Guards Electro Wizard
Bats Inferno Tower Electro Wizard Ram Rider Arrows Fireball
Arrows Fireball Inferno Tower Electro Wizard Ram Rider
Inferno Tower
Guards Bomber Inferno Tower Electro Wizard
Bats Guards Electro Wizard Bomber Arrows Fireball Ram Rider
Arrows Inferno Tower Bats Fireball Electro Wizard Ram Rider
Inferno Tower Bomber Bats Fireball Guards Electro Wizard Ram Rider
Bomber Fireball Bats Arrows Guards Electro Wizard
Inferno Tower Electro Wizard Ram Rider
Inferno Tower Fireball Electro Wizard Ram Rider
Bomber Bats Arrows Fireball Inferno Tower Electro Wizard
Arrows Fireball Bomber Bats Guards Electro Wizard Ram Rider
Arrows Bomber Bats Fireball Guards Electro Wizard Ram Rider
Inferno Tower Electro Wizard Ram Rider
Bomber Bats Arrows Fireball Guards Electro Wizard

Counters to secondary win conditions

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

Guards Fireball Inferno Tower Electro Wizard
Fireball Electro Wizard Bomber Arrows
Guards Bats Inferno Tower Electro Wizard Ram Rider
Guards Bats Fireball Inferno Tower Electro Wizard Ram Rider
Inferno Tower Guards Ram Rider
Arrows Fireball Bats Electro Wizard Ram Rider
Guards Bats Fireball Inferno Tower Electro Wizard Ram Rider
Inferno Tower
Electro Wizard Bats Fireball Inferno Tower
Inferno Tower Guards
Bats Inferno Tower Guards
Arrows Fireball Guards Electro Wizard
Fireball Inferno Tower Guards Ram Rider
Bomber Fireball
Inferno Tower Guards Electro Wizard Bomber Bats Fireball
Bats Arrows Bomber Fireball Inferno Tower Electro Wizard
Bomber Arrows Fireball Inferno Tower Electro Wizard

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.)

Fireball Arrows Guards
Arrows Fireball Electro Wizard Ram Rider
Arrows Fireball
Arrows Fireball Guards
Bomber Fireball Arrows
Arrows Fireball Bats Ram Rider
Bomber Arrows
Arrows Fireball Ram Rider
Arrows Fireball Ram Rider
Bats Fireball Guards Electro Wizard
Arrows Fireball Electro Wizard Ram Rider
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Bomber Arrows Fireball
Arrows Fireball
Arrows Fireball
Bomber Bats
Bomber Arrows Fireball Electro Wizard
Bomber Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Bomber Fireball
Arrows Fireball Electro Wizard Ram Rider
Fireball Arrows Ram Rider
Fireball Arrows
Bats Arrows Fireball Electro Wizard
Electro Wizard Bats Fireball Guards
Fireball
Bomber Arrows Fireball
Arrows Fireball Electro Wizard
Arrows Fireball
Electro Wizard Bats Fireball Guards
Fireball Arrows Electro Wizard Ram Rider
Arrows Fireball
Fireball Electro Wizard
Arrows Bomber Fireball
Arrows Fireball
Bats Fireball Guards Electro Wizard
Bats Fireball Electro Wizard
Fireball Electro Wizard
Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: