My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Inferno Dragon

Defensive buildings

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

Mortar

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 Knight Dark Prince Inferno Dragon

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows

Punishments

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

Mortar Dark Prince

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.

Ice Spirit Knight Mortar 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 Skeleton Army Dark Prince Inferno Dragon
Giant Snowball
Bats Skeleton Army Inferno Dragon
Zap
Bats Mortar Skeleton Army Dark Prince Inferno Dragon
Barbarian Barrel
Ice Spirit Knight Mortar Skeleton Army Dark Prince
The Log
Ice Spirit Skeleton Army Dark Prince
Earthquake
Mortar Skeleton Army
Arrows
Ice Spirit Bats Skeleton Army
Royal Delivery
Ice Spirit Bats Knight Skeleton Army Dark Prince Inferno Dragon
Fireball
Mortar Skeleton Army Inferno Dragon
Poison
Bats Mortar Skeleton Army
Lightning
Knight Mortar Dark Prince Inferno Dragon
Rocket
Mortar Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Mortar 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.

Ice Spirit Bats Arrows Knight Skeleton Army Dark Prince Inferno Dragon

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.

Skeleton Army

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Arrows Knight Skeleton Army Mortar Dark Prince Inferno Dragon

Shortest cycle

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

9 Ice Spirit Bats Arrows Knight

Attack Synergies 3 11

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.

Ice Spirit
Knight Bats Mortar Dark Prince Inferno Dragon
Bats
Knight Ice Spirit Mortar Dark Prince Inferno Dragon
Arrows
Knight Mortar Dark Prince
Knight
Ice Spirit Bats Mortar Arrows
Mortar
Knight Ice Spirit Bats Arrows Dark Prince
Skeleton Army
Dark Prince
Ice Spirit Bats Arrows Mortar
Inferno Dragon
Ice Spirit Bats

Defense Synergies 1 17

Ice Spirit
Bats Knight Mortar Skeleton Army Dark Prince Inferno Dragon
Bats
Knight Ice Spirit Mortar Dark Prince Inferno Dragon
Arrows
Knight Mortar Dark Prince
Knight
Bats Ice Spirit Arrows Mortar Skeleton Army
Mortar
Ice Spirit Bats Arrows Knight Skeleton Army Inferno Dragon
Skeleton Army
Ice Spirit Knight Mortar Inferno Dragon
Dark Prince
Ice Spirit Bats Arrows
Inferno Dragon
Ice Spirit Bats Mortar Skeleton Army

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.

Knight Mortar
Skeleton Army Inferno Dragon Ice Spirit Bats Knight Mortar Dark Prince
Mortar Skeleton Army Bats Knight Dark Prince Inferno Dragon
Skeleton Army Inferno Dragon Bats Knight Mortar Dark Prince
Arrows Skeleton Army Dark Prince
Arrows Skeleton Army Bats Dark Prince
Bats Inferno Dragon Ice Spirit Arrows Mortar
Arrows
Inferno Dragon Mortar Skeleton Army
Knight Skeleton Army Ice Spirit Dark Prince
Bats Skeleton Army Arrows Knight Dark Prince
Arrows Inferno Dragon Bats
Mortar Skeleton Army Ice Spirit Bats Knight Dark Prince
Skeleton Army Ice Spirit Bats Arrows Mortar Dark Prince
Skeleton Army Inferno Dragon Knight Mortar
Skeleton Army Ice Spirit Mortar Inferno Dragon
Bats Arrows Knight Mortar Skeleton Army Dark Prince
Ice Spirit Arrows Mortar Bats Knight Skeleton Army Dark Prince
Arrows Mortar Ice Spirit Bats Knight Dark Prince Inferno Dragon
Mortar Inferno Dragon
Skeleton Army Dark Prince Bats Arrows Knight

Counters to secondary win conditions

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

Knight Skeleton Army Dark Prince
Arrows Knight Mortar Inferno Dragon
Skeleton Army Ice Spirit Bats Knight Dark Prince
Skeleton Army Dark Prince Bats Knight
Knight Skeleton Army Dark Prince Inferno Dragon
Arrows Ice Spirit Bats
Skeleton Army Dark Prince Bats Knight
Knight Skeleton Army Dark Prince Inferno Dragon
Ice Spirit Bats Knight Mortar Skeleton Army Dark Prince Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Bats Knight Dark Prince
Skeleton Army Arrows Dark Prince
Skeleton Army Dark Prince Knight
Skeleton Army
Skeleton Army Ice Spirit Bats Knight Mortar Dark Prince Inferno Dragon
Bats Arrows Dark Prince Inferno Dragon
Arrows Mortar

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 Knight Mortar
Arrows Mortar
Arrows
Arrows Knight Dark Prince
Arrows Mortar Dark Prince
Arrows Ice Spirit Bats
Arrows Mortar
Arrows Ice Spirit
Arrows Mortar
Bats
Arrows Knight Mortar Dark Prince
Arrows
Knight Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Bats
Arrows Mortar Dark Prince
Arrows Mortar
Arrows
Arrows Mortar
Arrows Ice Spirit Mortar Dark Prince
Inferno Dragon
Arrows Mortar
Arrows Mortar
Arrows Mortar
Bats Arrows
Ice Spirit Bats
Arrows Mortar
Ice Spirit Arrows
Arrows
Ice Spirit Bats Skeleton Army Dark Prince
Arrows
Arrows
Knight Dark Prince
Arrows Mortar
Arrows
Dark Prince
Ice Spirit Bats
Bats
Mortar Dark Prince
Inferno Dragon
Mortar

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