My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Minions 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 Elixir Golem Wizard Electro Giant

Offensive cards

Win conditions

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

Elixir Golem Electro Giant

Damage spells

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

Arrows Lightning

Punishments

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

Elixir Golem

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elixir Golem Electro Giant

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 Minions Elixir Golem
Giant Snowball
Bats Minions
Zap
Bats Minions
Barbarian Barrel
Elixir Golem Wizard
The Log
Elixir Golem
Earthquake
Elixir Golem
Arrows
Bats Minions
Royal Delivery
Bats Minions Elixir Golem Wizard
Fireball
Minions Elixir Golem Wizard
Poison
Bats Minions Elixir Golem Wizard
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Giant

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 Elixir Golem Electro Giant

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.

Minions 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.

Mirror Bats Arrows Minions Elixir Golem Wizard Lightning Electro Giant

Shortest cycle

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

8 Mirror Bats Arrows Minions

Attack Synergies 4 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
Minions Elixir Golem
Arrows
Mirror Elixir Golem Lightning
Minions
Bats Elixir Golem
Elixir Golem
Lightning Bats Arrows Minions Wizard Mirror
Wizard
Elixir Golem
Mirror
Arrows Electro Giant Elixir Golem Lightning
Lightning
Elixir Golem Electro Giant Arrows Mirror
Electro Giant
Mirror Lightning

Defense Synergies 1 2

Bats
Minions
Arrows
Mirror Lightning
Minions
Bats
Elixir Golem
Wizard
Mirror
Arrows
Lightning
Arrows
Electro Giant

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.

Lightning Minions Wizard
Bats Minions
Bats Minions Lightning
Bats Minions
Lightning Arrows
Arrows Bats Minions
Bats Minions Lightning Arrows Wizard
Lightning Arrows Electro Giant
Minions
Bats Minions Arrows Wizard Electro Giant
Arrows Minions Bats Wizard
Bats Minions Wizard Lightning
Wizard Bats Arrows Minions
Lightning Electro Giant
Wizard Bats Arrows Minions
Arrows Bats Minions Wizard
Arrows Wizard Bats Minions
Wizard Bats Arrows Minions Electro Giant

Counters to secondary win conditions

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

Electro Giant
Arrows Wizard Lightning
Bats Minions Lightning
Lightning Bats
Arrows Wizard Electro Giant Bats Minions
Bats Minions Lightning
Lightning Bats Minions
Bats Minions
Lightning Arrows Electro Giant
Lightning Wizard
Wizard Electro Giant
Electro Giant Bats Minions Lightning
Bats Arrows Minions Wizard Electro Giant

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.)

Lightning Arrows
Arrows
Lightning Arrows
Lightning Arrows
Wizard Arrows
Arrows Wizard Electro Giant Bats Minions
Arrows Wizard
Arrows Wizard Lightning
Arrows Wizard Lightning
Lightning Bats Minions
Lightning Arrows Wizard
Lightning Arrows Wizard
Lightning
Lightning Arrows Minions
Lightning Arrows
Lightning Arrows Wizard
Lightning Arrows Wizard
Lightning Arrows
Bats Minions Lightning
Lightning Arrows Wizard
Lightning Arrows Wizard Electro Giant
Lightning Minions
Lightning Arrows Wizard
Lightning
Lightning Arrows
Arrows Electro Giant Wizard
Arrows Wizard Lightning
Lightning Arrows Wizard
Lightning Arrows
Lightning Bats Arrows Wizard Electro Giant
Lightning Bats Minions Wizard Electro Giant
Lightning
Lightning Arrows Wizard
Lightning Arrows
Arrows Wizard Lightning
Lightning Bats Minions
Lightning Arrows Wizard
Arrows
Lightning Wizard
Arrows Wizard Lightning
Lightning Arrows Electro Giant
Electro Giant Bats Minions Lightning
Bats Lightning
Lightning Electro Giant

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