My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Electro Wizard

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 Archers Knight Giant Skeleton Bandit Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows

Punishments

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

Bandit

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 Giant Skeleton Bandit

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.

Giant Skeleton Bandit Electro Wizard

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 Archers Giant Skeleton Bandit
Giant Snowball
Bats Archers
Zap
Bats Archers Bandit
Barbarian Barrel
Archers Knight Giant Skeleton Bandit Electro Wizard
The Log
Archers Giant Skeleton Bandit
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Knight Giant Skeleton Bandit Electro Wizard
Fireball
Archers Bandit Electro Wizard
Poison
Bats Archers Electro Wizard
Lightning
Knight Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Knight Giant Skeleton

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Arrows Knight Bandit Electro Wizard Giant Skeleton

Shortest cycle

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

10 Bats Zap Archers Arrows

Attack Synergies 5 16

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 Giant Skeleton Zap Bandit
Zap
Arrows Electro Wizard Bats Archers Knight Giant Skeleton Bandit
Archers
Knight Zap Arrows Giant Skeleton Bandit
Arrows
Zap Archers Knight Giant Skeleton Bandit
Knight
Bats Archers Zap Arrows Electro Wizard
Giant Skeleton
Bats Zap Archers Arrows Bandit Electro Wizard
Bandit
Bats Zap Archers Arrows Giant Skeleton Electro Wizard
Electro Wizard
Zap Knight Giant Skeleton Bandit

Defense Synergies 4 17

Bats
Knight Zap Giant Skeleton Bandit Electro Wizard
Zap
Electro Wizard Bats Archers Arrows Knight Giant Skeleton Bandit
Archers
Knight Zap Giant Skeleton Bandit Electro Wizard
Arrows
Zap Knight Giant Skeleton Bandit
Knight
Bats Archers Electro Wizard Zap Arrows
Giant Skeleton
Bats Zap Archers Arrows Electro Wizard
Bandit
Bats Zap Archers Arrows Electro Wizard
Electro Wizard
Zap Knight Bats Archers Giant Skeleton Bandit

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 Knight Electro Wizard
Bats Zap Knight Bandit Electro Wizard
Bats Archers Knight Giant Skeleton Bandit Electro Wizard
Bats Knight Bandit Electro Wizard
Arrows Giant Skeleton
Arrows Bats Zap Archers Bandit Electro Wizard
Bats Electro Wizard Zap Archers Arrows
Zap Arrows Giant Skeleton Bandit Electro Wizard
Knight Archers Giant Skeleton Bandit Electro Wizard
Bats Archers Electro Wizard Zap Arrows Knight Giant Skeleton Bandit
Arrows Bats Zap Archers Electro Wizard
Bats Zap Knight Giant Skeleton Bandit Electro Wizard
Bats Zap Arrows Electro Wizard
Knight Bandit Electro Wizard
Zap Bandit Electro Wizard
Bats Arrows Knight Electro Wizard
Arrows Bats Zap Archers Knight Bandit Electro Wizard
Zap Arrows Bats Archers Knight Giant Skeleton Bandit Electro Wizard
Electro Wizard
Bats Archers Arrows Knight Giant Skeleton Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Zap Archers Giant Skeleton Bandit Electro Wizard
Bandit Electro Wizard Zap Archers Arrows Knight
Giant Skeleton Bandit Bats Zap Knight Electro Wizard
Giant Skeleton Bats Zap Knight Bandit Electro Wizard
Giant Skeleton Knight Bandit
Arrows Bats Zap Archers Electro Wizard
Bats Archers Knight Giant Skeleton Bandit Electro Wizard
Giant Skeleton Knight
Zap Giant Skeleton Electro Wizard Bats Knight Bandit
Bats Knight Giant Skeleton
Zap Arrows Giant Skeleton Electro Wizard
Giant Skeleton Knight Bandit
Archers
Electro Wizard Bats Zap Archers Knight Giant Skeleton
Bats Arrows Zap Archers Giant Skeleton 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.)

Arrows Knight Giant Skeleton Bandit
Arrows Zap Bandit Electro Wizard
Arrows Giant Skeleton Bandit
Arrows Knight Giant Skeleton
Zap Arrows
Arrows Bats Zap
Archers Arrows
Arrows Zap
Arrows Zap Bandit
Bats Electro Wizard
Zap Arrows Knight Bandit Electro Wizard
Zap Archers Arrows
Knight Bandit
Arrows Bandit
Zap Arrows
Zap Arrows Bandit
Arrows Bandit
Arrows
Bats
Zap Archers Arrows Bandit Electro Wizard
Zap Arrows
Giant Skeleton
Arrows
Zap Arrows
Zap Arrows
Arrows Zap Bandit Electro Wizard
Zap Arrows Bandit
Zap Arrows Bandit
Bats Zap Archers Arrows Electro Wizard
Zap Electro Wizard Bats
Zap Arrows Bandit
Zap Arrows Electro Wizard
Giant Skeleton
Arrows
Zap Electro Wizard Bats Archers Bandit
Zap Archers Arrows Electro Wizard
Arrows
Knight Electro Wizard
Arrows Zap
Zap Arrows Giant Skeleton
Zap Bats Giant Skeleton Electro Wizard
Bats Zap Electro Wizard
Zap Giant Skeleton Bandit Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: