My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Archers Wizard Electro Dragon Electro Wizard Ram Rider

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 Royal Giant Wizard Electro Dragon Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Royal Giant Ram Rider

Damage spells

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

Fireball

Punishments

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

Royal Giant Ram Rider

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.

Royal Giant Ram Rider

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 Dragon Electro Wizard Ram Rider

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 Royal Giant Ram Rider
Giant Snowball
Bats Archers Electro Dragon Ram Rider
Zap
Bats Archers Royal Giant Ram Rider
Barbarian Barrel
Archers Wizard Electro Wizard
The Log
Archers Royal Giant Ram Rider
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Wizard Electro Dragon Electro Wizard Ram Rider
Fireball
Archers Wizard Electro Dragon Electro Wizard Ram Rider
Poison
Bats Archers Wizard Electro Dragon Electro Wizard
Lightning
Wizard Electro Dragon Electro Wizard Ram Rider
Rocket
Wizard Electro Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Electro Dragon

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

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.

Royal Giant 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 Wizard 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 Archers Fireball Electro Wizard Wizard Electro Dragon Ram Rider Royal Giant

Shortest cycle

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

13 Bats Archers Fireball Electro Wizard

Attack Synergies 2 11

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
Royal Giant Ram Rider
Archers
Royal Giant Electro Dragon Ram Rider
Royal Giant
Bats Fireball Archers Wizard Electro Dragon Electro Wizard
Fireball
Royal Giant Electro Wizard Ram Rider
Wizard
Royal Giant Ram Rider
Electro Dragon
Archers Royal Giant
Electro Wizard
Royal Giant Fireball Ram Rider
Ram Rider
Bats Archers Fireball Wizard Electro Wizard

Defense Synergies 0 7

Bats
Electro Wizard
Archers
Electro Wizard
Royal Giant
Fireball
Electro Wizard Ram Rider
Wizard
Electro Wizard
Electro Dragon
Electro Wizard
Electro Wizard
Bats Archers Fireball Wizard Electro Dragon Ram Rider
Ram Rider
Fireball Electro Wizard

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.

Fireball Wizard Electro Dragon Electro Wizard Ram Rider
Bats Electro Dragon Electro Wizard Ram Rider
Ram Rider Bats Archers Electro Dragon Electro Wizard
Bats Electro Dragon Electro Wizard Ram Rider
Fireball
Fireball Bats Archers Electro Dragon Electro Wizard
Bats Electro Wizard Ram Rider Archers Fireball Wizard Electro Dragon
Fireball Electro Dragon Electro Wizard Ram Rider
Archers Electro Wizard
Bats Archers Electro Wizard Fireball Wizard Electro Dragon Ram Rider
Bats Archers Fireball Wizard Electro Dragon Electro Wizard Ram Rider
Bats Fireball Wizard Electro Dragon Electro Wizard Ram Rider
Fireball Wizard Bats Electro Dragon Electro Wizard
Electro Wizard Ram Rider
Fireball Electro Wizard Ram Rider
Wizard Bats Fireball Electro Dragon Electro Wizard
Fireball Bats Archers Wizard Electro Dragon Electro Wizard Ram Rider
Wizard Bats Archers Fireball Electro Dragon Electro Wizard Ram Rider
Electro Wizard Ram Rider
Wizard Bats Archers Fireball Electro Dragon Electro Wizard

Counters to secondary win conditions

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

Archers Fireball Electro Wizard
Fireball Electro Wizard Archers Wizard Electro Dragon
Bats Electro Dragon Electro Wizard Ram Rider
Bats Fireball Electro Wizard Ram Rider
Ram Rider
Fireball Wizard Bats Archers Electro Dragon Electro Wizard Ram Rider
Bats Archers Fireball Electro Wizard Ram Rider
Electro Dragon Electro Wizard Bats Fireball
Bats Electro Dragon
Fireball Electro Wizard
Fireball Wizard Ram Rider
Wizard Archers Fireball Electro Dragon
Electro Dragon Electro Wizard Bats Archers Fireball
Bats Archers Fireball Wizard Electro Dragon 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.)

Fireball Electro Dragon
Fireball Electro Dragon Electro Wizard Ram Rider
Fireball Electro Dragon
Fireball
Fireball Wizard
Fireball Wizard Bats Electro Dragon Ram Rider
Archers Wizard
Fireball Wizard Electro Dragon Ram Rider
Fireball Wizard Electro Dragon Ram Rider
Bats Fireball Electro Dragon Electro Wizard
Fireball Wizard Electro Dragon Electro Wizard Ram Rider
Fireball Archers Wizard Electro Dragon
Fireball
Fireball Electro Dragon
Fireball
Fireball Wizard Electro Dragon
Fireball Wizard Electro Dragon
Fireball
Bats
Archers Fireball Wizard Electro Dragon Electro Wizard
Fireball Wizard Electro Dragon
Fireball
Fireball Wizard
Fireball Electro Dragon
Fireball Wizard Electro Dragon
Fireball Wizard Electro Dragon Electro Wizard Ram Rider
Fireball Wizard Electro Dragon Ram Rider
Fireball
Bats Archers Fireball Wizard Electro Dragon Electro Wizard
Electro Dragon Electro Wizard Bats Fireball Wizard
Fireball
Fireball Wizard Electro Dragon
Fireball Electro Dragon Electro Wizard
Fireball Wizard
Electro Wizard Bats Archers Fireball Electro Dragon
Fireball Archers Wizard Electro Dragon Electro Wizard Ram Rider
Fireball
Fireball Wizard Electro Dragon Electro Wizard
Fireball Wizard Electro Dragon
Fireball
Electro Dragon
Electro Dragon Bats Fireball Electro Wizard
Bats Fireball Electro Dragon Electro Wizard
Electro Dragon Fireball Electro Wizard

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