My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
Mediocre

1 warnings Why?

Deck tips

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

Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Fire Spirit Bats Baby 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 Battle Ram Baby Dragon Dark Prince

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.

Earthquake Rage

Punishments

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

Battle Ram Dark Prince

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Battle Ram Battle Healer Baby Dragon Dark Prince

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

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 Dark Prince
Giant Snowball
Fire Spirit Bats Battle Ram Baby Dragon
Zap
Fire Spirit Bats Battle Ram Dark Prince
Barbarian Barrel
Fire Spirit Battle Ram Dark Prince
The Log
Fire Spirit Battle Ram Dark Prince
Earthquake
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Battle Ram Battle Healer Baby Dragon Dark Prince
Fireball
Battle Ram Battle Healer Baby Dragon
Poison
Bats Battle Healer
Lightning
Battle Ram Battle Healer Baby Dragon Dark Prince
Rocket
Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Baby Dragon Dark Prince

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 Bats Battle Ram Battle Healer Rage Baby Dragon Dark Prince

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

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.

Fire Spirit Bats Rage Earthquake Battle Ram Battle Healer Baby Dragon Dark Prince

Shortest cycle

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

8 Fire Spirit Bats Rage Earthquake

Attack Synergies 2 16

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
Battle Ram Battle Healer Baby Dragon Dark Prince
Bats
Battle Ram Battle Healer Rage Baby Dragon Dark Prince
Earthquake
Battle Ram Dark Prince
Battle Ram
Fire Spirit Bats Earthquake Battle Healer Baby Dragon
Battle Healer
Rage Baby Dragon Fire Spirit Bats Battle Ram Dark Prince
Rage
Battle Healer Bats Dark Prince
Baby Dragon
Battle Healer Fire Spirit Bats Battle Ram Dark Prince
Dark Prince
Fire Spirit Bats Earthquake Battle Healer Rage Baby Dragon

Defense Synergies 1 7

Fire Spirit
Battle Healer
Bats
Earthquake Battle Healer Baby Dragon Dark Prince
Earthquake
Bats
Battle Ram
Battle Healer
Baby Dragon Fire Spirit Bats Dark Prince
Rage
Baby Dragon
Battle Healer Bats Dark Prince
Dark Prince
Bats Battle Healer Baby Dragon

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.

Earthquake Baby Dragon
Bats Battle Healer Dark Prince
Fire Spirit Bats Dark Prince
Bats Dark Prince
Earthquake Battle Healer Dark Prince
Fire Spirit Bats Earthquake Baby Dragon Dark Prince
Bats Fire Spirit Baby Dragon
Earthquake Battle Healer Baby Dragon
Fire Spirit Battle Healer Dark Prince
Bats Earthquake Baby Dragon Dark Prince
Bats Baby Dragon
Fire Spirit Bats Earthquake Battle Healer Dark Prince
Fire Spirit Bats Earthquake Baby Dragon Dark Prince
Bats Dark Prince
Fire Spirit Bats Battle Healer Baby Dragon Dark Prince
Earthquake Baby Dragon Fire Spirit Bats Battle Healer Dark Prince
Dark Prince Fire Spirit Bats Earthquake Battle Healer Baby Dragon

Counters to secondary win conditions

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

Battle Healer Dark Prince
Battle Healer Baby Dragon
Bats Battle Healer Dark Prince
Dark Prince Bats Battle Healer
Battle Healer Dark Prince
Fire Spirit Bats Baby Dragon
Dark Prince Bats Battle Healer
Battle Healer Dark Prince
Bats Baby Dragon Dark Prince
Bats Dark Prince
Dark Prince
Dark Prince
Baby Dragon
Bats Battle Healer Baby Dragon Dark Prince
Bats Earthquake Battle Healer Baby Dragon Dark Prince

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.)

Earthquake Baby Dragon
Baby Dragon
Earthquake Baby Dragon
Earthquake Dark Prince
Fire Spirit Earthquake Baby Dragon Dark Prince
Fire Spirit Bats Baby Dragon
Fire Spirit Earthquake Baby Dragon
Earthquake Fire Spirit Baby Dragon
Fire Spirit Bats
Earthquake Dark Prince
Fire Spirit Baby Dragon
Earthquake Fire Spirit Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake
Bats
Fire Spirit Earthquake Baby Dragon Dark Prince
Fire Spirit Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Fire Spirit Baby Dragon Dark Prince
Earthquake Baby Dragon
Baby Dragon
Baby Dragon
Fire Spirit Bats Baby Dragon
Bats
Earthquake
Earthquake
Earthquake Fire Spirit Bats Dark Prince
Fire Spirit Baby Dragon
Baby Dragon Dark Prince
Earthquake Baby Dragon
Dark Prince
Bats Baby Dragon
Bats
Baby Dragon Dark Prince

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