My Best Clash Royale Deck

Deck Check Rating

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

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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 Inferno Tower Baby Dragon

Defensive buildings

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

Bomb Tower Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Baby Dragon Balloon

Offensive cards

Win conditions

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

Balloon

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.

Balloon

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.

Baby Dragon Balloon

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.

Balloon

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 Skeleton Army Balloon
Giant Snowball
Bats Skeleton Army Baby Dragon Balloon
Zap
Bats Inferno Tower Skeleton Army Balloon
Barbarian Barrel
Bomb Tower Inferno Tower Skeleton Army
The Log
Skeleton Army
Earthquake
Bomb Tower Inferno Tower Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Skeleton Army Baby Dragon Balloon
Fireball
Bomb Tower Inferno Tower Skeleton Army Baby Dragon Balloon
Poison
Bats Bomb Tower Inferno Tower Skeleton Army Balloon
Lightning
Bomb Tower Inferno Tower Baby Dragon Balloon
Rocket
Bomb Tower Inferno Tower Balloon

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 Bomb Tower Baby Dragon

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Inferno Tower Skeleton Army 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.

Skeleton Army

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Arrows Skeleton Army Bomb Tower Baby Dragon Inferno Tower Balloon

Shortest cycle

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

8 Mirror Bats Arrows Skeleton Army

Attack Synergies 3 4

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
Balloon Baby Dragon
Arrows
Mirror Balloon
Bomb Tower
Inferno Tower
Mirror
Arrows Skeleton Army Balloon
Skeleton Army
Mirror
Baby Dragon
Bats Balloon
Balloon
Bats Arrows Mirror Baby Dragon

Defense Synergies 3 10

Bats
Bomb Tower Inferno Tower Baby Dragon
Arrows
Mirror Bomb Tower Inferno Tower
Bomb Tower
Bats Arrows Mirror Skeleton Army Baby Dragon
Inferno Tower
Skeleton Army Bats Arrows Mirror Baby Dragon
Mirror
Arrows Skeleton Army Bomb Tower Inferno Tower
Skeleton Army
Inferno Tower Mirror Bomb Tower
Baby Dragon
Bats Bomb Tower Inferno Tower
Balloon

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.

Inferno Tower Baby Dragon
Bomb Tower Inferno Tower Skeleton Army Bats
Bomb Tower Inferno Tower Skeleton Army Bats
Bomb Tower Inferno Tower Skeleton Army Bats
Arrows Bomb Tower Skeleton Army
Arrows Skeleton Army Bats Bomb Tower Baby Dragon
Bats Inferno Tower Arrows Bomb Tower Baby Dragon
Arrows Bomb Tower Inferno Tower Baby Dragon
Inferno Tower Bomb Tower Skeleton Army
Skeleton Army Inferno Tower
Bats Skeleton Army Arrows Bomb Tower Baby Dragon
Arrows Inferno Tower Bats Baby Dragon
Bomb Tower Inferno Tower Skeleton Army Bats
Bomb Tower Skeleton Army Bats Arrows Baby Dragon
Inferno Tower Skeleton Army Bomb Tower
Bomb Tower Inferno Tower Skeleton Army
Bomb Tower Bats Arrows Inferno Tower Skeleton Army
Arrows Bomb Tower Bats Skeleton Army Baby Dragon
Arrows Bomb Tower Baby Dragon Bats
Bomb Tower Inferno Tower
Skeleton Army Bats Arrows Bomb Tower Baby Dragon

Counters to secondary win conditions

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

Skeleton Army Inferno Tower
Arrows Bomb Tower Baby Dragon
Skeleton Army Bats Bomb Tower Inferno Tower
Skeleton Army Bats Inferno Tower
Inferno Tower Skeleton Army
Arrows Bats Bomb Tower Baby Dragon
Skeleton Army Bats Bomb Tower Inferno Tower
Inferno Tower Bomb Tower Skeleton Army
Bats Bomb Tower Inferno Tower Skeleton Army Baby Dragon
Inferno Tower Skeleton Army
Bats Bomb Tower Inferno Tower
Skeleton Army Arrows
Skeleton Army Bomb Tower Inferno Tower
Bomb Tower Skeleton Army Baby Dragon
Inferno Tower Skeleton Army Bats Bomb Tower Baby Dragon
Bats Arrows Bomb Tower Inferno Tower 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 Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Bats Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bats
Arrows
Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bats
Arrows Baby Dragon
Arrows Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Bats Arrows Baby Dragon
Bats
Arrows
Arrows
Arrows
Bats Skeleton Army
Arrows Baby Dragon
Arrows
Baby Dragon
Arrows Baby Dragon
Arrows
Bats Baby Dragon
Bats
Baby Dragon

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