My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Little Prince

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Flying Machine Baby Dragon 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 Flying Machine Giant Baby Dragon Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Rage

Punishments

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

Elite Barbarians Giant

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.

Elite Barbarians Flying Machine Giant Baby Dragon

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.

Elite Barbarians 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 Elite Barbarians Giant
Giant Snowball
Bats Flying Machine Baby Dragon
Zap
Bats Flying Machine
Barbarian Barrel
Elite Barbarians Electro Wizard
The Log
Elite Barbarians
Earthquake
Arrows
Bats Flying Machine
Royal Delivery
Bats Elite Barbarians Flying Machine Baby Dragon Electro Wizard
Fireball
Elite Barbarians Flying Machine Baby Dragon Electro Wizard
Poison
Bats Flying Machine Electro Wizard
Lightning
Elite Barbarians Baby Dragon Electro Wizard
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby 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 Rage Baby Dragon

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.

Elite Barbarians

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 Rage Flying Machine Baby Dragon Electro Wizard Giant Elite Barbarians

Shortest cycle

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

10 Bats Zap Rage Flying Machine

Attack Synergies 6 13

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
Giant Zap Elite Barbarians Flying Machine Rage Baby Dragon
Zap
Elite Barbarians Giant Electro Wizard Bats Flying Machine Baby Dragon
Elite Barbarians
Zap Rage Bats
Flying Machine
Bats Zap Giant Baby Dragon
Giant
Bats Zap Rage Flying Machine Baby Dragon Electro Wizard
Rage
Elite Barbarians Giant Bats Electro Wizard
Baby Dragon
Bats Zap Flying Machine Giant Electro Wizard
Electro Wizard
Zap Giant Rage Baby Dragon

Defense Synergies 1 8

Bats
Zap Baby Dragon Electro Wizard
Zap
Electro Wizard Bats Elite Barbarians Flying Machine Baby Dragon
Elite Barbarians
Zap
Flying Machine
Zap Baby Dragon Electro Wizard
Giant
Rage
Baby Dragon
Bats Zap Flying Machine
Electro Wizard
Zap Bats Flying Machine

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 Flying Machine Baby Dragon Electro Wizard
Elite Barbarians Bats Zap Flying Machine Electro Wizard
Bats Elite Barbarians Electro Wizard
Elite Barbarians Bats Electro Wizard
Elite Barbarians
Bats Zap Flying Machine Baby Dragon Electro Wizard
Bats Electro Wizard Zap Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon Electro Wizard
Elite Barbarians
Elite Barbarians Electro Wizard
Bats Electro Wizard Zap Flying Machine Baby Dragon
Bats Zap Flying Machine Baby Dragon Electro Wizard
Bats Zap Elite Barbarians Flying Machine Electro Wizard
Bats Zap Baby Dragon Electro Wizard
Elite Barbarians Electro Wizard
Zap Elite Barbarians Electro Wizard
Bats Elite Barbarians Electro Wizard
Bats Zap Elite Barbarians Flying Machine Baby Dragon Electro Wizard
Zap Baby Dragon Bats Flying Machine Electro Wizard
Elite Barbarians Electro Wizard
Bats Elite Barbarians Flying Machine Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Zap Elite Barbarians Electro Wizard
Electro Wizard Zap Elite Barbarians Flying Machine Baby Dragon
Bats Zap Elite Barbarians Electro Wizard
Bats Zap Elite Barbarians Electro Wizard
Elite Barbarians
Bats Zap Flying Machine Baby Dragon Electro Wizard
Bats Elite Barbarians Flying Machine Electro Wizard
Elite Barbarians
Zap Electro Wizard Bats Elite Barbarians Flying Machine Baby Dragon
Bats Elite Barbarians Flying Machine
Zap Elite Barbarians Electro Wizard
Elite Barbarians
Flying Machine Baby Dragon
Elite Barbarians Electro Wizard Bats Zap Flying Machine Baby Dragon
Bats Zap Elite Barbarians Flying Machine Baby 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.)

Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon Electro Wizard
Flying Machine Baby Dragon
Flying Machine
Zap Baby Dragon
Bats Zap Flying Machine Baby Dragon
Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Zap Flying Machine
Bats Elite Barbarians Electro Wizard
Zap Flying Machine Electro Wizard
Zap Flying Machine Baby Dragon
Flying Machine Elite Barbarians Baby Dragon
Flying Machine Baby Dragon
Zap Elite Barbarians Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Flying Machine Baby Dragon
Bats
Zap Flying Machine Baby Dragon Electro Wizard
Zap Flying Machine Baby Dragon
Baby Dragon
Zap Flying Machine Baby Dragon
Zap Baby Dragon
Zap Flying Machine Baby Dragon Electro Wizard
Zap Flying Machine Baby Dragon
Zap Baby Dragon
Elite Barbarians Bats Zap Flying Machine Baby Dragon Electro Wizard
Zap Electro Wizard Bats Flying Machine
Elite Barbarians
Zap
Zap Electro Wizard
Zap Electro Wizard Bats Flying Machine
Zap Flying Machine Baby Dragon Electro Wizard
Flying Machine Baby Dragon Electro Wizard
Zap Flying Machine Baby Dragon
Zap
Elite Barbarians Flying Machine
Zap Bats Elite Barbarians Flying Machine Baby Dragon Electro Wizard
Bats Zap Flying Machine Electro Wizard
Zap Flying Machine Baby Dragon Electro Wizard

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