My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard Inferno Dragon

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 Dark Prince Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows The Log

Punishments

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

Hog Rider Dark Prince

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.

Hog Rider Dark Prince

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.

Hog Rider Dark Prince 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 Hog Rider Guards Dark Prince Inferno Dragon
Giant Snowball
Bats Hog Rider Guards Inferno Dragon
Zap
Bats Guards Dark Prince Inferno Dragon
Barbarian Barrel
Guards Dark Prince Electro Wizard
The Log
Hog Rider Guards Dark Prince
Earthquake
Hog Rider Guards
Arrows
Bats Guards
Royal Delivery
Bats Hog Rider Guards Dark Prince Electro Wizard Inferno Dragon
Fireball
Hog Rider Electro Wizard Inferno Dragon
Poison
Bats Guards Electro Wizard
Lightning
Dark Prince Electro Wizard Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince The Log

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 Dark Prince Inferno Dragon

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 The Log Arrows Guards Hog Rider Dark Prince Electro Wizard Inferno Dragon

Shortest cycle

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

10 Bats The Log Arrows Guards

Attack Synergies 3 8

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
Hog Rider Dark Prince Inferno Dragon
Arrows
Hog Rider Dark Prince
Hog Rider
Bats Arrows The Log Guards Dark Prince Electro Wizard
Guards
Hog Rider The Log
Dark Prince
Bats Arrows Hog Rider Electro Wizard
The Log
Hog Rider Guards
Electro Wizard
Hog Rider Dark Prince
Inferno Dragon
Bats

Defense Synergies 0 12

Bats
Dark Prince The Log Electro Wizard Inferno Dragon
Arrows
Dark Prince
Hog Rider
Guards
The Log Electro Wizard
Dark Prince
Bats Arrows The Log Electro Wizard
The Log
Bats Guards Dark Prince Electro Wizard Inferno Dragon
Electro Wizard
Bats Guards Dark Prince The Log Inferno Dragon
Inferno Dragon
Bats The Log 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.

The Log Electro Wizard
Inferno Dragon Bats Dark Prince The Log Electro Wizard
Bats Dark Prince Electro Wizard Inferno Dragon
Inferno Dragon Bats Guards Dark Prince Electro Wizard
Arrows Dark Prince The Log
Arrows The Log Bats Guards Dark Prince Electro Wizard
Bats Electro Wizard Inferno Dragon Arrows
Arrows The Log Electro Wizard
Inferno Dragon
Guards Dark Prince Electro Wizard
Bats Guards Electro Wizard Arrows Dark Prince The Log
Arrows Inferno Dragon Bats Electro Wizard
Bats Guards Dark Prince The Log Electro Wizard
Bats Arrows Guards Dark Prince The Log Electro Wizard
Inferno Dragon Electro Wizard
The Log Electro Wizard Inferno Dragon
Bats Arrows Dark Prince Electro Wizard
Arrows Bats Guards Dark Prince The Log Electro Wizard
Arrows The Log Bats Guards Dark Prince Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Dark Prince Bats Arrows Guards The Log Electro Wizard

Counters to secondary win conditions

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

Guards Dark Prince Electro Wizard
Electro Wizard Arrows The Log Inferno Dragon
Guards Bats Dark Prince The Log Electro Wizard
Guards Dark Prince Bats The Log Electro Wizard
Guards Dark Prince Inferno Dragon
Arrows Bats Electro Wizard
Guards Dark Prince Bats Electro Wizard
Dark Prince Inferno Dragon
Electro Wizard Bats Dark Prince The Log Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Bats Guards Dark Prince
Arrows Guards Dark Prince The Log Electro Wizard
Dark Prince Guards
Guards Electro Wizard Bats Dark Prince The Log Inferno Dragon
Bats Arrows Dark Prince The Log Electro Wizard Inferno Dragon

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 Guards The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Guards Dark Prince The Log
Arrows Dark Prince The Log
Arrows Bats
Arrows The Log
Arrows The Log
Arrows The Log
Bats Guards Electro Wizard
Arrows Dark Prince The Log Electro Wizard
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Bats
Arrows Dark Prince The Log Electro Wizard
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Dark Prince
Inferno Dragon
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Bats Arrows Electro Wizard
Electro Wizard Bats Guards
Arrows The Log
Arrows Electro Wizard
Arrows The Log
Electro Wizard Bats Guards Dark Prince
Arrows Electro Wizard
Arrows The Log
Dark Prince Electro Wizard
Arrows The Log
Arrows
Dark Prince
Bats Guards The Log Electro Wizard
Bats Electro Wizard
Dark Prince The Log Electro Wizard

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