My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Inferno Tower Electro Dragon

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.

Ice Spirit Bats Electro Dragon

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Hog Rider

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.

Fire Spirit Ice Spirit Hog 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.

Hog Rider Electro Dragon

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 Hog Rider
Giant Snowball
Fire Spirit Bats Hog Rider Electro Dragon
Zap
Fire Spirit Bats Inferno Tower
Barbarian Barrel
Fire Spirit Ice Spirit Inferno Tower
The Log
Fire Spirit Ice Spirit Hog Rider
Earthquake
Hog Rider Inferno Tower
Arrows
Fire Spirit Ice Spirit Bats
Royal Delivery
Fire Spirit Ice Spirit Bats Hog Rider Electro Dragon
Fireball
Hog Rider Inferno Tower Electro Dragon
Poison
Bats Inferno Tower Electro Dragon
Lightning
Inferno Tower Electro Dragon
Rocket
Hog Rider Inferno Tower Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Arrows Electro Dragon

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.

Fire Spirit Ice Spirit Bats Arrows Inferno Tower

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.

Fire Spirit Ice Spirit

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit Bats Zap Arrows Hog Rider Inferno Tower Electro Dragon

Shortest cycle

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

6 Fire Spirit Ice Spirit Bats Zap

Attack Synergies 7 4

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.

Fire Spirit
Hog Rider Zap
Ice Spirit
Zap Hog Rider Bats
Bats
Hog Rider Ice Spirit Zap
Zap
Ice Spirit Arrows Hog Rider Fire Spirit Bats Electro Dragon
Arrows
Zap Hog Rider
Hog Rider
Fire Spirit Ice Spirit Bats Zap Arrows
Inferno Tower
Electro Dragon
Zap

Defense Synergies 2 12

Fire Spirit
Ice Spirit Zap Inferno Tower
Ice Spirit
Zap Inferno Tower Fire Spirit Bats Electro Dragon
Bats
Ice Spirit Zap Inferno Tower
Zap
Ice Spirit Fire Spirit Bats Arrows Inferno Tower Electro Dragon
Arrows
Zap Inferno Tower
Hog Rider
Inferno Tower
Ice Spirit Fire Spirit Bats Zap Arrows Electro Dragon
Electro Dragon
Ice Spirit Zap Inferno Tower

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 Inferno Tower Electro Dragon
Inferno Tower Ice Spirit Bats Zap Electro Dragon
Inferno Tower Fire Spirit Bats Electro Dragon
Inferno Tower Bats Electro Dragon
Arrows
Arrows Fire Spirit Bats Zap Electro Dragon
Bats Inferno Tower Fire Spirit Ice Spirit Zap Arrows Electro Dragon
Zap Arrows Inferno Tower Electro Dragon
Inferno Tower
Fire Spirit Ice Spirit Inferno Tower
Bats Zap Arrows Electro Dragon
Arrows Inferno Tower Bats Zap Electro Dragon
Inferno Tower Fire Spirit Ice Spirit Bats Zap Electro Dragon
Fire Spirit Ice Spirit Bats Zap Arrows Electro Dragon
Inferno Tower
Inferno Tower Ice Spirit Zap
Bats Arrows Inferno Tower Electro Dragon
Fire Spirit Ice Spirit Arrows Bats Zap Electro Dragon
Zap Arrows Fire Spirit Ice Spirit Bats Electro Dragon
Inferno Tower
Fire Spirit Bats Arrows Electro Dragon

Counters to secondary win conditions

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

Zap Inferno Tower
Zap Arrows Electro Dragon
Ice Spirit Bats Zap Inferno Tower Electro Dragon
Bats Zap Inferno Tower
Inferno Tower
Fire Spirit Arrows Ice Spirit Bats Zap Electro Dragon
Bats Inferno Tower
Inferno Tower
Zap Electro Dragon Ice Spirit Bats Inferno Tower
Inferno Tower
Bats Inferno Tower Electro Dragon
Zap Arrows
Inferno Tower
Electro Dragon
Inferno Tower Electro Dragon Ice Spirit Bats Zap
Bats Arrows Zap Inferno Tower Electro Dragon
Zap Arrows Inferno Tower

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.)

Arrows Electro Dragon
Arrows Zap Electro Dragon
Arrows Electro Dragon
Arrows
Fire Spirit Zap Arrows
Arrows Fire Spirit Ice Spirit Bats Zap Electro Dragon
Fire Spirit Arrows
Arrows Fire Spirit Ice Spirit Zap Electro Dragon
Arrows Zap Electro Dragon
Fire Spirit Bats Electro Dragon
Zap Arrows Electro Dragon
Fire Spirit Zap Arrows Electro Dragon
Fire Spirit
Arrows Electro Dragon
Zap Arrows
Zap Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Bats
Fire Spirit Zap Arrows Electro Dragon
Fire Spirit Zap Arrows Electro Dragon
Arrows
Zap Arrows Electro Dragon
Zap Arrows Fire Spirit Ice Spirit Electro Dragon
Arrows Zap Electro Dragon
Zap Arrows Electro Dragon
Zap Arrows
Fire Spirit Bats Zap Arrows Electro Dragon
Zap Electro Dragon Ice Spirit Bats
Zap Arrows Electro Dragon
Zap Ice Spirit Arrows Electro Dragon
Arrows
Zap Fire Spirit Ice Spirit Bats Electro Dragon
Fire Spirit Zap Arrows Electro Dragon
Arrows
Electro Dragon
Arrows Zap Electro Dragon
Zap Arrows
Electro Dragon
Zap Electro Dragon Ice Spirit Bats
Bats Zap Electro Dragon
Electro Dragon Zap
Electro Dragon

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