My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Electro Dragon Electro Wizard Night Witch Ram Rider

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 Knight Electro Dragon Electro Wizard Night Witch 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.

Missing

Punishments

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

Elite Barbarians Ram 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.

Knight Elite Barbarians 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.

Elite Barbarians Electro Dragon 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
Bats Elite Barbarians Skeleton Army Night Witch Ram Rider
Giant Snowball
Bats Skeleton Army Electro Dragon Night Witch Ram Rider
Zap
Bats Skeleton Army Night Witch Ram Rider
Barbarian Barrel
Knight Elite Barbarians Skeleton Army Electro Wizard Night Witch
The Log
Elite Barbarians Skeleton Army Ram Rider
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army Night Witch
Royal Delivery
Bats Knight Elite Barbarians Skeleton Army Electro Dragon Electro Wizard Night Witch Ram Rider
Fireball
Elite Barbarians Skeleton Army Electro Dragon Electro Wizard Night Witch Ram Rider
Poison
Bats Skeleton Army Electro Dragon Electro Wizard Night Witch
Lightning
Knight Elite Barbarians Electro Dragon Electro Wizard Night Witch Ram Rider
Rocket
Elite Barbarians Electro Dragon Night Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

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.

Bats Knight Skeleton Army Night Witch

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.

Elite Barbarians 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Skeleton Army Electro Wizard Night Witch Electro Dragon Ram Rider Elite Barbarians

Shortest cycle

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

12 Bats Knight Skeleton Army Electro Wizard

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.

Bats
Knight Elite Barbarians Ram Rider
Knight
Bats Elite Barbarians Electro Dragon Electro Wizard Night Witch Ram Rider
Elite Barbarians
Bats Knight
Skeleton Army
Electro Dragon
Knight
Electro Wizard
Knight Ram Rider
Night Witch
Knight
Ram Rider
Bats Knight Electro Wizard

Defense Synergies 3 8

Bats
Knight Electro Wizard
Knight
Bats Electro Dragon Electro Wizard Skeleton Army Night Witch
Elite Barbarians
Skeleton Army
Knight Electro Dragon Electro Wizard
Electro Dragon
Knight Skeleton Army Electro Wizard
Electro Wizard
Knight Bats Skeleton Army Electro Dragon Night Witch Ram Rider
Night Witch
Knight Electro Wizard
Ram Rider
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.

Knight Electro Dragon Electro Wizard Ram Rider
Elite Barbarians Skeleton Army Bats Knight Electro Dragon Electro Wizard Night Witch Ram Rider
Skeleton Army Ram Rider Bats Knight Elite Barbarians Electro Dragon Electro Wizard Night Witch
Elite Barbarians Skeleton Army Night Witch Bats Knight Electro Dragon Electro Wizard Ram Rider
Elite Barbarians Skeleton Army
Skeleton Army Bats Electro Dragon Electro Wizard Night Witch
Bats Electro Wizard Ram Rider Electro Dragon Night Witch
Electro Dragon Electro Wizard Ram Rider
Elite Barbarians Skeleton Army Night Witch
Knight Elite Barbarians Skeleton Army Electro Wizard Night Witch
Bats Skeleton Army Electro Wizard Knight Electro Dragon Night Witch Ram Rider
Bats Electro Dragon Electro Wizard Night Witch Ram Rider
Skeleton Army Night Witch Bats Knight Elite Barbarians Electro Dragon Electro Wizard Ram Rider
Skeleton Army Bats Electro Dragon Electro Wizard Night Witch
Elite Barbarians Skeleton Army Knight Electro Wizard Ram Rider
Skeleton Army Elite Barbarians Electro Wizard Ram Rider
Bats Knight Elite Barbarians Skeleton Army Electro Dragon Electro Wizard Night Witch
Bats Knight Elite Barbarians Skeleton Army Electro Dragon Electro Wizard Night Witch Ram Rider
Bats Knight Electro Dragon Electro Wizard Ram Rider
Elite Barbarians Electro Wizard Ram Rider
Skeleton Army Bats Knight Elite Barbarians Electro Dragon Electro Wizard Night Witch

Counters to secondary win conditions

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

Knight Skeleton Army Elite Barbarians Electro Wizard
Electro Wizard Knight Elite Barbarians Electro Dragon
Skeleton Army Bats Knight Elite Barbarians Electro Dragon Electro Wizard Ram Rider
Skeleton Army Bats Knight Elite Barbarians Electro Wizard Night Witch Ram Rider
Knight Elite Barbarians Skeleton Army Night Witch Ram Rider
Bats Electro Dragon Electro Wizard Ram Rider
Skeleton Army Bats Knight Elite Barbarians Electro Wizard Night Witch Ram Rider
Knight Elite Barbarians Skeleton Army
Electro Dragon Electro Wizard Bats Knight Elite Barbarians Skeleton Army
Skeleton Army
Bats Knight Elite Barbarians Electro Dragon
Skeleton Army Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army Knight Night Witch Ram Rider
Skeleton Army Electro Dragon
Elite Barbarians Skeleton Army Electro Dragon Electro Wizard Bats Knight Night Witch
Bats Elite Barbarians Electro Dragon Electro Wizard
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.)

Knight Electro Dragon
Electro Dragon Electro Wizard Ram Rider
Electro Dragon
Knight
Bats Electro Dragon Ram Rider
Electro Dragon Ram Rider
Electro Dragon Ram Rider
Bats Elite Barbarians Electro Dragon Electro Wizard Night Witch
Knight Electro Dragon Electro Wizard Ram Rider
Electro Dragon
Knight Elite Barbarians
Electro Dragon
Elite Barbarians
Electro Dragon
Electro Dragon
Bats Night Witch
Electro Dragon Electro Wizard
Electro Dragon
Night Witch
Electro Dragon
Electro Dragon
Electro Dragon Electro Wizard Ram Rider
Electro Dragon Ram Rider
Elite Barbarians Bats Electro Dragon Electro Wizard Night Witch
Electro Dragon Electro Wizard Bats
Elite Barbarians Night Witch
Electro Dragon Night Witch
Electro Dragon Electro Wizard
Electro Wizard Bats Skeleton Army Electro Dragon Night Witch
Electro Dragon Electro Wizard Ram Rider
Knight Electro Dragon Electro Wizard
Electro Dragon
Elite Barbarians Electro Dragon
Electro Dragon Bats Elite Barbarians Electro Wizard
Bats Electro Dragon Electro Wizard
Electro Dragon Electro Wizard
Electro Dragon

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