My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Baby Dragon Witch Magic Archer

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 Baby Dragon Witch Magic Archer

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

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.

Barbarians Hog Rider Baby Dragon Magic Archer

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 Magic Archer

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 Guards
Giant Snowball
Bats Barbarians Hog Rider Guards Baby Dragon Witch
Zap
Bats Guards Witch
Barbarian Barrel
Barbarians Guards Witch Magic Archer
The Log
Barbarians Hog Rider Guards Witch
Earthquake
Barbarians Hog Rider Guards Witch
Arrows
Bats Guards Witch
Royal Delivery
Bats Barbarians Hog Rider Guards Baby Dragon Witch Magic Archer
Fireball
Barbarians Hog Rider Baby Dragon Witch Magic Archer
Poison
Bats Barbarians Guards Witch Magic Archer
Lightning
Baby Dragon Witch Magic Archer
Rocket
Barbarians Hog Rider Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Magic Archer

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 Guards Baby Dragon

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.

Barbarians Witch

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.

Bats Zap Guards Hog Rider Baby Dragon Magic Archer Barbarians Witch

Shortest cycle

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

11 Bats Zap Guards Hog Rider

Attack Synergies 2 12

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
Hog Rider Zap Baby Dragon
Zap
Hog Rider Bats Guards Baby Dragon Witch Magic Archer
Barbarians
Hog Rider
Hog Rider
Bats Zap Barbarians Guards Baby Dragon Witch Magic Archer
Guards
Zap Hog Rider
Baby Dragon
Bats Zap Hog Rider Witch
Witch
Zap Hog Rider Baby Dragon
Magic Archer
Zap Hog Rider

Defense Synergies 0 11

Bats
Zap Baby Dragon
Zap
Bats Barbarians Guards Baby Dragon Witch Magic Archer
Barbarians
Zap
Hog Rider
Guards
Zap Baby Dragon Witch Magic Archer
Baby Dragon
Bats Zap Guards Witch
Witch
Zap Guards Baby Dragon
Magic Archer
Zap Guards

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 Baby Dragon Magic Archer
Barbarians Bats Zap Witch
Barbarians Witch Bats
Barbarians Witch Bats Guards
Barbarians
Bats Zap Guards Baby Dragon Magic Archer
Bats Zap Baby Dragon Witch Magic Archer
Zap Barbarians Baby Dragon Magic Archer
Barbarians Witch
Guards Barbarians
Bats Barbarians Guards Witch Zap Baby Dragon Magic Archer
Bats Zap Baby Dragon Witch Magic Archer
Barbarians Bats Zap Guards Witch
Bats Zap Barbarians Guards Baby Dragon Witch Magic Archer
Barbarians
Barbarians Zap
Barbarians Bats Witch
Bats Zap Barbarians Guards Baby Dragon Witch Magic Archer
Zap Baby Dragon Witch Bats Barbarians Guards Magic Archer
Barbarians
Bats Barbarians Guards Baby Dragon Witch
Guards

Counters to secondary win conditions

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

Barbarians Guards Zap Witch
Zap Baby Dragon Magic Archer
Barbarians Guards Bats Zap Witch
Guards Bats Zap Barbarians
Barbarians Guards Witch
Bats Zap Baby Dragon Witch Magic Archer
Guards Bats Barbarians Witch
Barbarians
Zap Bats Barbarians Baby Dragon Witch Magic Archer
Witch Barbarians Guards
Bats Barbarians Guards Witch
Zap Barbarians Guards
Barbarians Guards Witch
Barbarians Baby Dragon Witch Magic Archer
Barbarians Guards Witch Bats Zap Baby Dragon Magic Archer
Bats Zap Barbarians Baby Dragon Witch Magic Archer
Zap

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.)

Magic Archer Guards Baby Dragon
Zap Baby Dragon Magic Archer
Baby Dragon Magic Archer
Barbarians Guards
Zap Baby Dragon Magic Archer
Bats Zap Baby Dragon Witch Magic Archer
Baby Dragon Witch Magic Archer
Zap Baby Dragon Magic Archer
Zap
Bats Guards
Zap Magic Archer
Zap Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Zap Baby Dragon Witch Magic Archer
Magic Archer Baby Dragon
Bats
Zap Baby Dragon Magic Archer
Zap Baby Dragon Witch Magic Archer
Baby Dragon Magic Archer
Zap Barbarians Baby Dragon
Zap Baby Dragon Witch Magic Archer
Witch
Zap Baby Dragon Witch Magic Archer
Zap Baby Dragon Witch Magic Archer
Zap Baby Dragon Magic Archer
Bats Zap Baby Dragon Witch Magic Archer
Zap Bats Guards Witch
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Bats Barbarians Guards Witch Magic Archer
Zap Baby Dragon Witch Magic Archer
Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Zap
Zap Bats Guards Baby Dragon Witch Magic Archer
Bats Zap Witch Magic Archer
Zap Baby Dragon Witch Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: