My Best Clash Royale Deck

Deck Check Rating

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

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 Flying Machine Electro Dragon Little Prince

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 Flying Machine Electro Dragon Mega Knight Little Prince

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 Mega Knight

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.

Flying Machine Hog Rider Mega Knight

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 Guards
Giant Snowball
Bats Flying Machine Hog Rider Guards Electro Dragon Little Prince
Zap
Bats Flying Machine Guards Little Prince
Barbarian Barrel
Guards Little Prince
The Log
Hog Rider Guards Little Prince
Earthquake
Hog Rider Guards
Arrows
Bats Flying Machine Guards Little Prince
Royal Delivery
Bats Flying Machine Hog Rider Guards Electro Dragon Little Prince
Fireball
Flying Machine Hog Rider Electro Dragon Little Prince
Poison
Bats Flying Machine Guards Electro Dragon Little Prince
Lightning
Electro Dragon Little Prince
Rocket
Hog Rider Electro Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Electro Dragon Mega Knight

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 Mega Knight

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Guards Little Prince Flying Machine Hog Rider Electro Dragon Mega Knight

Shortest cycle

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

10 Bats Zap Guards Little Prince

Attack Synergies 3 15

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 Mega Knight Zap Flying Machine
Zap
Hog Rider Bats Flying Machine Guards Electro Dragon Mega Knight Little Prince
Flying Machine
Bats Zap Hog Rider Electro Dragon Mega Knight
Hog Rider
Bats Zap Flying Machine Guards Mega Knight Little Prince
Guards
Zap Hog Rider
Electro Dragon
Zap Flying Machine Mega Knight Little Prince
Mega Knight
Bats Zap Flying Machine Hog Rider Electro Dragon
Little Prince
Zap Hog Rider Electro Dragon

Defense Synergies 1 10

Bats
Zap Mega Knight
Zap
Mega Knight Bats Flying Machine Guards Electro Dragon Little Prince
Flying Machine
Zap Guards Electro Dragon Mega Knight
Hog Rider
Guards
Zap Flying Machine Electro Dragon
Electro Dragon
Zap Flying Machine Guards
Mega Knight
Zap Bats Flying Machine
Little Prince
Zap

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 Flying Machine Electro Dragon
Bats Zap Flying Machine Electro Dragon Mega Knight
Mega Knight Bats Electro Dragon
Bats Guards Electro Dragon Mega Knight
Mega Knight
Bats Zap Flying Machine Guards Electro Dragon Mega Knight
Bats Zap Flying Machine Electro Dragon Little Prince
Zap Flying Machine Electro Dragon Mega Knight
Guards Mega Knight Little Prince
Bats Guards Zap Flying Machine Electro Dragon Mega Knight
Bats Zap Flying Machine Electro Dragon
Mega Knight Bats Zap Flying Machine Guards Electro Dragon
Mega Knight Bats Zap Guards Electro Dragon
Mega Knight
Zap Mega Knight
Mega Knight Bats Electro Dragon
Mega Knight Bats Zap Flying Machine Guards Electro Dragon Little Prince
Zap Bats Flying Machine Guards Electro Dragon Mega Knight Little Prince
Mega Knight Bats Flying Machine Guards Electro Dragon Little Prince

Counters to secondary win conditions

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

Guards Mega Knight Zap
Zap Flying Machine Electro Dragon Mega Knight
Guards Mega Knight Bats Zap Electro Dragon
Guards Mega Knight Bats Zap
Guards Mega Knight
Bats Zap Flying Machine Electro Dragon
Guards Bats Flying Machine
Mega Knight
Zap Electro Dragon Mega Knight Bats Flying Machine
Guards
Mega Knight Bats Flying Machine Guards Electro Dragon
Mega Knight Zap Guards
Mega Knight Guards
Flying Machine Electro Dragon Mega Knight
Guards Electro Dragon Bats Zap Flying Machine Little Prince
Bats Mega Knight Zap Flying Machine Electro Dragon

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.)

Flying Machine Guards Electro Dragon
Zap Flying Machine Electro Dragon
Flying Machine Electro Dragon
Flying Machine Guards
Zap Mega Knight
Bats Zap Flying Machine Electro Dragon
Flying Machine
Zap Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
Bats Guards Electro Dragon
Zap Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon
Flying Machine
Flying Machine Electro Dragon
Zap Flying Machine
Zap Flying Machine Electro Dragon
Flying Machine Electro Dragon Mega Knight
Bats
Zap Flying Machine Electro Dragon Mega Knight
Zap Flying Machine Electro Dragon Mega Knight Little Prince
Mega Knight
Zap Flying Machine Electro Dragon
Zap Electro Dragon Mega Knight Little Prince
Zap Flying Machine Electro Dragon
Zap Flying Machine Electro Dragon Mega Knight
Zap
Bats Zap Flying Machine Electro Dragon Little Prince
Zap Electro Dragon Bats Flying Machine Guards
Zap Electro Dragon Mega Knight
Zap Electro Dragon
Mega Knight
Zap Bats Flying Machine Guards Electro Dragon
Zap Flying Machine Electro Dragon
Flying Machine Electro Dragon Mega Knight
Zap Flying Machine Electro Dragon
Zap
Flying Machine Electro Dragon Mega Knight
Zap Electro Dragon Bats Flying Machine Guards
Bats Zap Flying Machine Electro Dragon
Electro Dragon Zap Flying Machine Mega Knight Little Prince

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: