My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats Tesla

Defensive buildings

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

Mortar Tesla

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 Tesla

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 Rocket

Punishments

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

Mortar

Pump responses

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

Rocket

Dropped at the bridge

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

Electro Spirit Knight Mortar

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.

Electro Spirit

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 Guards
Giant Snowball
Bats Guards
Zap
Bats Mortar Guards
Barbarian Barrel
Electro Spirit Knight Mortar Tesla Guards
The Log
Electro Spirit Guards
Earthquake
Mortar Tesla Guards
Arrows
Electro Spirit Bats Guards
Royal Delivery
Electro Spirit Bats Knight Guards
Fireball
Mortar Tesla
Poison
Bats Mortar Guards
Lightning
Knight Mortar Tesla
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Mortar Rocket

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.

Electro Spirit Bats Arrows Knight Rocket Guards

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats Arrows Knight Guards Mortar Tesla Rocket

Shortest cycle

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

9 Electro Spirit Bats Arrows Knight

Attack Synergies 2 4

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.

Electro Spirit
Bats
Knight Mortar
Arrows
Knight Mortar
Knight
Bats Mortar Arrows
Mortar
Knight Bats Arrows Rocket
Tesla
Rocket
Mortar
Guards

Defense Synergies 2 9

Electro Spirit
Bats
Knight Mortar Tesla
Arrows
Knight Mortar Tesla
Knight
Bats Tesla Arrows Mortar
Mortar
Bats Arrows Knight Tesla Guards
Tesla
Knight Bats Arrows Mortar Guards
Rocket
Guards
Mortar Tesla

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.

Rocket Knight Mortar Tesla
Bats Knight Mortar Tesla
Mortar Tesla Rocket Bats Knight
Tesla Bats Knight Mortar Guards
Arrows Rocket
Arrows Electro Spirit Bats Tesla Guards
Bats Tesla Rocket Electro Spirit Arrows Mortar
Rocket Electro Spirit Arrows Tesla
Tesla Mortar
Knight Guards Tesla
Bats Guards Electro Spirit Arrows Knight Tesla
Arrows Tesla Bats
Mortar Tesla Bats Knight Rocket Guards
Rocket Electro Spirit Bats Arrows Mortar Tesla Guards
Knight Mortar Tesla
Rocket Mortar Tesla
Tesla Bats Arrows Knight Mortar
Arrows Mortar Tesla Electro Spirit Bats Knight Guards
Arrows Mortar Electro Spirit Bats Knight Tesla Guards
Mortar Tesla
Electro Spirit Bats Arrows Knight Tesla Guards

Counters to secondary win conditions

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

Knight Guards Tesla
Arrows Knight Mortar Tesla Rocket
Guards Bats Knight Rocket
Rocket Guards Bats Knight Tesla
Knight Tesla Guards
Arrows Rocket Electro Spirit Bats Tesla
Rocket Guards Bats Knight Tesla
Knight Tesla
Rocket Electro Spirit Bats Knight Mortar
Tesla Guards
Bats Knight Tesla Guards
Rocket Arrows Guards
Rocket Knight Tesla Guards
Tesla
Tesla Guards Electro Spirit Bats Knight Mortar Rocket
Bats Arrows Electro Spirit Tesla

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 Rocket Guards
Arrows Mortar
Rocket Arrows
Arrows Knight Rocket Guards
Rocket Arrows Mortar
Arrows Electro Spirit Bats Rocket
Arrows Mortar
Arrows
Arrows Mortar
Rocket Bats Guards
Rocket Arrows Knight Mortar
Arrows Rocket
Rocket Knight Mortar
Arrows Mortar Rocket
Arrows Mortar
Rocket Arrows Mortar
Arrows Mortar Rocket
Arrows Mortar Rocket
Bats Rocket
Rocket Arrows Mortar
Rocket Arrows Mortar
Rocket
Rocket Arrows
Rocket
Rocket Arrows Mortar
Arrows Electro Spirit Mortar
Arrows Mortar
Arrows Mortar
Rocket Arrows Mortar
Bats Arrows
Rocket Electro Spirit Bats Guards
Arrows Mortar Rocket
Rocket Electro Spirit Arrows
Rocket Arrows
Electro Spirit Bats Rocket Guards
Rocket Arrows
Arrows
Knight Rocket
Arrows Mortar
Rocket Arrows
Electro Spirit Bats Rocket Guards
Bats Rocket
Mortar Rocket

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