My Best Clash Royale Deck

Deck Check Rating

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

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!

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 Witch

Defensive buildings

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

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 Witch Balloon Prince

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 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.

Baby Dragon Balloon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Prince

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

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.

Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Skeleton Army Baby Dragon Inferno Tower Witch Balloon Prince

Shortest cycle

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

12 Bats Arrows Skeleton Army Baby Dragon

Attack Synergies 2 7

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 Prince
Arrows
Balloon Prince
Inferno Tower
Skeleton Army
Baby Dragon
Bats Witch Balloon Prince
Witch
Baby Dragon Prince
Balloon
Bats Arrows Baby Dragon
Prince
Bats Arrows Baby Dragon Witch

Defense Synergies 1 11

Bats
Inferno Tower Baby Dragon Prince
Arrows
Inferno Tower Prince
Inferno Tower
Skeleton Army Bats Arrows Baby Dragon Prince
Skeleton Army
Inferno Tower Prince
Baby Dragon
Bats Inferno Tower Witch Prince
Witch
Baby Dragon Prince
Balloon
Prince
Bats Arrows Inferno Tower Skeleton Army Baby Dragon Witch

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
Inferno Tower Skeleton Army Bats Witch Prince
Inferno Tower Skeleton Army Witch Prince Bats
Inferno Tower Skeleton Army Witch Prince Bats
Arrows Skeleton Army Prince
Arrows Skeleton Army Bats Baby Dragon
Bats Inferno Tower Arrows Baby Dragon Witch
Arrows Inferno Tower Baby Dragon
Inferno Tower Witch Skeleton Army Prince
Skeleton Army Inferno Tower Prince
Bats Skeleton Army Witch Arrows Baby Dragon
Arrows Inferno Tower Bats Baby Dragon Witch
Inferno Tower Skeleton Army Prince Bats Witch
Skeleton Army Bats Arrows Baby Dragon Witch Prince
Inferno Tower Skeleton Army Prince
Inferno Tower Skeleton Army Prince
Bats Arrows Inferno Tower Skeleton Army Witch Prince
Arrows Bats Skeleton Army Baby Dragon Witch Prince
Arrows Baby Dragon Witch Bats
Inferno Tower Prince
Skeleton Army Bats Arrows Baby Dragon Witch Prince

Counters to secondary win conditions

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

Skeleton Army Inferno Tower Witch Prince
Arrows Baby Dragon Prince
Skeleton Army Bats Inferno Tower Witch Prince
Skeleton Army Prince Bats Inferno Tower
Inferno Tower Skeleton Army Witch Prince
Arrows Bats Baby Dragon Witch
Skeleton Army Prince Bats Inferno Tower Witch
Inferno Tower Skeleton Army Prince
Bats Inferno Tower Skeleton Army Baby Dragon Witch Prince
Inferno Tower Witch Skeleton Army
Bats Inferno Tower Witch Prince
Skeleton Army Arrows Prince
Skeleton Army Prince Inferno Tower Witch
Skeleton Army Baby Dragon Witch
Inferno Tower Skeleton Army Witch Bats Baby Dragon Prince
Bats Arrows Inferno Tower Baby Dragon Witch

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 Prince
Arrows Baby Dragon
Arrows Bats Baby Dragon Witch
Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows
Bats Prince
Arrows Prince
Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Prince
Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows
Bats
Arrows Baby Dragon Prince
Arrows Baby Dragon Witch
Baby Dragon Prince
Arrows
Prince
Arrows Baby Dragon
Arrows Baby Dragon Witch
Witch
Arrows Baby Dragon Witch
Arrows Baby Dragon Witch Prince
Arrows Baby Dragon
Bats Arrows Baby Dragon Witch
Bats Witch
Arrows
Arrows
Prince
Arrows
Bats Skeleton Army Witch Prince
Arrows Baby Dragon Witch
Arrows
Baby Dragon Prince
Arrows Baby Dragon
Arrows
Prince
Bats Baby Dragon Witch
Bats Witch
Baby Dragon Witch Prince

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