My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Firecracker 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 Firecracker Golem Electro Wizard Skeleton King

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Freeze

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.

Golem Skeleton King

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.

Firecracker Golem 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 Guards Skeleton King
Giant Snowball
Bats Guards Skeleton King
Zap
Bats Firecracker Guards Skeleton King
Barbarian Barrel
Firecracker Guards Electro Wizard Skeleton King
The Log
Firecracker Guards Skeleton King
Earthquake
Firecracker Guards Skeleton King
Arrows
Bats Firecracker Guards Skeleton King
Royal Delivery
Bats Firecracker Guards Electro Wizard Skeleton King
Fireball
Firecracker Electro Wizard Skeleton King
Poison
Bats Firecracker Guards Electro Wizard Skeleton King
Lightning
Electro Wizard Skeleton King
Rocket
Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Freeze Skeleton King

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 Guards Freeze Golem

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Firecracker Guards Freeze Electro Wizard Skeleton King Golem

Shortest cycle

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

11 Bats Arrows Firecracker Guards

Attack Synergies 1 7

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
Firecracker Golem Skeleton King
Arrows
Golem Freeze
Firecracker
Bats Golem
Guards
Freeze
Arrows
Golem
Arrows Bats Firecracker Electro Wizard Skeleton King
Electro Wizard
Golem
Skeleton King
Bats Golem

Defense Synergies 0 8

Bats
Firecracker Freeze Electro Wizard Skeleton King
Arrows
Firecracker
Bats Guards Electro Wizard
Guards
Firecracker Electro Wizard
Freeze
Bats Electro Wizard
Golem
Electro Wizard
Bats Firecracker Guards Freeze
Skeleton King
Bats

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.

Firecracker Electro Wizard
Bats Firecracker Electro Wizard
Bats Freeze Electro Wizard
Bats Firecracker Guards Electro Wizard Skeleton King
Arrows Firecracker
Arrows Freeze Bats Firecracker Guards Electro Wizard
Bats Electro Wizard Arrows Firecracker Freeze
Arrows Electro Wizard
Skeleton King
Guards Firecracker Electro Wizard
Bats Guards Electro Wizard Arrows Firecracker Freeze Skeleton King
Arrows Bats Firecracker Electro Wizard
Bats Guards Freeze Electro Wizard
Bats Arrows Firecracker Guards Freeze Electro Wizard Skeleton King
Electro Wizard Skeleton King
Freeze Electro Wizard
Bats Arrows Firecracker Electro Wizard
Arrows Bats Firecracker Guards Electro Wizard
Arrows Freeze Bats Firecracker Guards Electro Wizard
Electro Wizard
Bats Arrows Firecracker Guards Electro Wizard

Counters to secondary win conditions

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

Guards Electro Wizard
Electro Wizard Arrows Firecracker
Guards Bats Electro Wizard
Guards Bats Electro Wizard
Guards
Arrows Firecracker Bats Freeze Electro Wizard
Guards Bats Electro Wizard
Freeze Electro Wizard Bats Firecracker
Guards
Bats Guards
Arrows Guards Electro Wizard
Guards Skeleton King
Firecracker
Guards Electro Wizard Bats Firecracker Freeze Skeleton King
Bats Arrows Firecracker Freeze Electro Wizard Skeleton King

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 Firecracker Guards Freeze
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker Guards Freeze
Arrows Firecracker
Arrows Firecracker Bats Freeze
Arrows Firecracker
Arrows Firecracker Freeze
Arrows Firecracker
Bats Guards Electro Wizard
Firecracker Arrows Electro Wizard
Arrows Firecracker
Firecracker
Arrows Firecracker Freeze
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Freeze
Bats
Arrows Firecracker Electro Wizard
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker Freeze
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker
Bats Arrows Firecracker Electro Wizard
Electro Wizard Bats Firecracker Guards Freeze
Arrows
Arrows Firecracker Freeze Electro Wizard
Arrows Firecracker
Electro Wizard Bats Guards Freeze
Arrows Firecracker Electro Wizard
Freeze
Arrows
Firecracker Electro Wizard
Arrows Firecracker Skeleton King
Arrows
Firecracker
Bats Firecracker Guards Freeze Electro Wizard Skeleton King
Firecracker Bats Electro Wizard
Firecracker Freeze Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: