My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Zappies Baby Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Battle Ram Zappies Baby Dragon

Offensive cards

Win conditions

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

Mortar Battle Ram

Damage spells

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

Arrows

Punishments

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

Mortar Elite Barbarians Battle Ram

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.

Mortar Elite Barbarians Battle Ram 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

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 Elite Barbarians Battle Ram
Giant Snowball
Bats Archers Battle Ram Zappies Baby Dragon
Zap
Bats Archers Mortar Battle Ram Zappies
Barbarian Barrel
Archers Mortar Elite Barbarians Battle Ram Zappies
The Log
Archers Elite Barbarians Battle Ram Zappies
Earthquake
Archers Mortar Zappies
Arrows
Bats Archers Zappies
Royal Delivery
Bats Archers Elite Barbarians Battle Ram Zappies Baby Dragon
Fireball
Archers Mortar Elite Barbarians Battle Ram Zappies Baby Dragon
Poison
Bats Archers Mortar Zappies
Lightning
Mortar Elite Barbarians Battle Ram Baby Dragon
Rocket
Mortar Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar 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 Arrows Battle Ram 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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Arrows Mortar Battle Ram Zappies Baby Dragon Elite Barbarians

Shortest cycle

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

12 Bats Archers Arrows Mortar

Attack Synergies 1 18

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
Mortar Elite Barbarians Battle Ram Baby Dragon
Archers
Arrows Mortar Elite Barbarians Battle Ram Baby Dragon
Arrows
Elite Barbarians Archers Mortar Battle Ram
Mortar
Bats Archers Arrows Zappies Baby Dragon
Elite Barbarians
Arrows Bats Archers Battle Ram Zappies
Battle Ram
Bats Archers Arrows Elite Barbarians Zappies Baby Dragon
Zappies
Mortar Elite Barbarians Battle Ram Baby Dragon
Baby Dragon
Bats Archers Mortar Battle Ram Zappies

Defense Synergies 0 8

Bats
Mortar Zappies Baby Dragon
Archers
Mortar Baby Dragon
Arrows
Mortar
Mortar
Bats Archers Arrows Zappies Baby Dragon
Elite Barbarians
Battle Ram
Zappies
Bats Mortar
Baby Dragon
Bats Archers Mortar

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.

Mortar Zappies Baby Dragon
Elite Barbarians Bats Mortar Zappies
Mortar Bats Archers Elite Barbarians Zappies
Elite Barbarians Bats Mortar Zappies
Arrows Elite Barbarians
Arrows Bats Archers Zappies Baby Dragon
Bats Archers Arrows Mortar Zappies Baby Dragon
Arrows Baby Dragon
Zappies Mortar Elite Barbarians
Elite Barbarians Archers Zappies
Bats Archers Arrows Zappies Baby Dragon
Arrows Bats Archers Zappies Baby Dragon
Mortar Bats Elite Barbarians Zappies
Bats Arrows Mortar Zappies Baby Dragon
Elite Barbarians Mortar Zappies
Mortar Elite Barbarians Zappies
Bats Arrows Mortar Elite Barbarians Zappies
Arrows Mortar Bats Archers Elite Barbarians Zappies Baby Dragon
Arrows Mortar Baby Dragon Bats Archers Zappies
Mortar Elite Barbarians Zappies
Bats Archers Arrows Elite Barbarians Zappies Baby Dragon

Counters to secondary win conditions

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

Archers Elite Barbarians Zappies
Archers Arrows Mortar Elite Barbarians Baby Dragon
Zappies Bats Elite Barbarians
Bats Elite Barbarians Zappies
Elite Barbarians Zappies
Arrows Bats Archers Zappies Baby Dragon
Bats Archers Elite Barbarians Zappies
Elite Barbarians Zappies
Bats Mortar Elite Barbarians Zappies Baby Dragon
Zappies
Bats Elite Barbarians Zappies
Arrows Elite Barbarians
Elite Barbarians Zappies
Archers Zappies Baby Dragon
Elite Barbarians Zappies Bats Archers Mortar Baby Dragon
Bats Arrows Archers Elite Barbarians Zappies Baby 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 Mortar Baby Dragon
Arrows Mortar Baby Dragon
Arrows Baby Dragon
Arrows
Arrows Mortar Baby Dragon
Arrows Bats Baby Dragon
Archers Arrows Mortar Baby Dragon
Arrows Baby Dragon
Arrows Mortar
Bats Elite Barbarians
Arrows Mortar
Archers Arrows Baby Dragon
Mortar Elite Barbarians Baby Dragon
Arrows Mortar Baby Dragon
Arrows Mortar Elite Barbarians Baby Dragon
Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon
Arrows Mortar
Bats
Archers Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon
Baby Dragon
Arrows
Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon
Elite Barbarians Bats Archers Arrows Baby Dragon
Bats Zappies
Elite Barbarians
Arrows Mortar
Arrows Zappies
Arrows
Bats Archers Zappies
Archers Arrows Zappies Baby Dragon
Arrows
Baby Dragon
Arrows Mortar Baby Dragon
Arrows
Elite Barbarians
Bats Elite Barbarians Zappies Baby Dragon
Bats Zappies
Mortar Baby Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: