My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Baby 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.

Bats Royal Recruits Baby Dragon Bowler

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 Fireball

Punishments

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

Mortar Royal Recruits

Pump responses

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

Fireball

Dropped at the bridge

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

Mortar Royal Recruits Baby 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 Royal Recruits Guards
Giant Snowball
Bats Royal Recruits Guards Baby Dragon
Zap
Bats Mortar Guards
Barbarian Barrel
Mortar Royal Recruits Guards
The Log
Royal Recruits Guards
Earthquake
Mortar Guards
Arrows
Bats Royal Recruits Guards
Royal Delivery
Bats Royal Recruits Guards Baby Dragon Bowler
Fireball
Mortar Baby Dragon Bowler
Poison
Bats Mortar Royal Recruits Guards
Lightning
Mortar Baby Dragon Bowler
Rocket
Mortar Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Fireball Baby Dragon Bowler

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 Arrows Royal Recruits Guards Baby Dragon Bowler

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.

Fireball

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.

Fireball

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.

Bats Arrows Guards Mortar Fireball Baby Dragon Bowler Royal Recruits

Shortest cycle

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

12 Bats Arrows Guards Mortar

Attack Synergies 1 10

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
Mortar Royal Recruits Baby Dragon Bowler
Arrows
Fireball Mortar Bowler
Mortar
Bats Arrows Fireball Baby Dragon
Royal Recruits
Bats
Fireball
Arrows Mortar Baby Dragon
Guards
Baby Dragon
Bats Mortar Fireball Bowler
Bowler
Bats Arrows Baby Dragon

Defense Synergies 0 12

Bats
Mortar Royal Recruits Baby Dragon Bowler
Arrows
Mortar Fireball Bowler
Mortar
Bats Arrows Fireball Guards Baby Dragon
Royal Recruits
Bats
Fireball
Arrows Mortar
Guards
Mortar Baby Dragon
Baby Dragon
Bats Mortar Guards Bowler
Bowler
Bats Arrows 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.

Bowler Mortar Royal Recruits Fireball Baby Dragon
Bats Mortar Royal Recruits
Mortar Bowler Bats Royal Recruits
Royal Recruits Bats Mortar Guards Bowler
Arrows Royal Recruits Fireball Bowler
Arrows Fireball Bowler Bats Guards Baby Dragon
Bats Arrows Mortar Fireball Baby Dragon
Bowler Arrows Royal Recruits Fireball Baby Dragon
Mortar Royal Recruits
Guards Royal Recruits Bowler
Bats Guards Arrows Royal Recruits Fireball Baby Dragon Bowler
Arrows Bats Fireball Baby Dragon
Mortar Royal Recruits Bowler Bats Fireball Guards
Fireball Bowler Bats Arrows Mortar Royal Recruits Guards Baby Dragon
Royal Recruits Mortar
Mortar Royal Recruits Fireball Bowler
Bats Arrows Mortar Royal Recruits Fireball Bowler
Arrows Mortar Fireball Bats Royal Recruits Guards Baby Dragon Bowler
Arrows Mortar Baby Dragon Bats Royal Recruits Fireball Guards Bowler
Mortar Royal Recruits
Royal Recruits Bowler Bats Arrows Fireball Guards Baby Dragon

Counters to secondary win conditions

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

Royal Recruits Guards Fireball Bowler
Fireball Arrows Mortar Baby Dragon Bowler
Royal Recruits Guards Bats Bowler
Royal Recruits Guards Bowler Bats Fireball
Royal Recruits Guards Bowler
Arrows Fireball Bats Baby Dragon
Royal Recruits Guards Bats Fireball Bowler
Royal Recruits
Royal Recruits Bats Mortar Fireball Baby Dragon
Royal Recruits Guards
Bats Royal Recruits Guards Bowler
Royal Recruits Arrows Fireball Guards Bowler
Royal Recruits Bowler Fireball Guards
Royal Recruits Fireball Baby Dragon Bowler
Royal Recruits Guards Bats Mortar Fireball Baby Dragon Bowler
Bats Arrows Bowler Royal Recruits Fireball Baby 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.)

Fireball Arrows Mortar Royal Recruits Guards Baby Dragon
Arrows Mortar Fireball Baby Dragon Bowler
Arrows Fireball Baby Dragon
Arrows Royal Recruits Fireball Guards
Fireball Arrows Mortar Baby Dragon Bowler
Arrows Fireball Bats Baby Dragon
Arrows Mortar Baby Dragon Bowler
Arrows Fireball Baby Dragon Bowler
Arrows Fireball Mortar
Bats Fireball Guards Bowler
Arrows Mortar Royal Recruits Fireball Bowler
Fireball Arrows Baby Dragon
Mortar Fireball Baby Dragon Bowler
Arrows Mortar Fireball Baby Dragon
Arrows Mortar Fireball Baby Dragon
Arrows Mortar Fireball Baby Dragon Bowler
Arrows Mortar Royal Recruits Fireball Baby Dragon Bowler
Arrows Mortar Fireball
Bats
Arrows Mortar Fireball Baby Dragon Bowler
Arrows Mortar Fireball Baby Dragon Bowler
Fireball Baby Dragon Bowler
Arrows Fireball
Bowler
Arrows Mortar Royal Recruits Fireball Baby Dragon
Arrows Mortar Fireball Baby Dragon Bowler
Arrows Mortar Fireball Baby Dragon Bowler
Fireball Arrows Mortar Baby Dragon Bowler
Fireball Arrows Mortar Baby Dragon
Bats Arrows Fireball Baby Dragon
Bats Fireball Guards
Fireball Bowler
Arrows Mortar Fireball
Arrows Fireball
Arrows Fireball Bowler
Bats Royal Recruits Fireball Guards
Fireball Arrows Baby Dragon
Arrows Fireball
Fireball Baby Dragon Bowler
Arrows Mortar Fireball Baby Dragon Bowler
Arrows Fireball
Royal Recruits
Bats Royal Recruits Fireball Guards Baby Dragon Bowler
Bats Fireball
Mortar Royal Recruits Fireball Baby Dragon Bowler

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