My Best Clash Royale Deck

Deck Check Rating

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

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 Baby Dragon Electro Wizard Ram Rider

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 Battle Ram Baby Dragon Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Battle Ram Ram Rider

Damage spells

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

Arrows Freeze

Punishments

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

Battle Ram Ram Rider

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.

Battle Ram Baby Dragon Ram Rider

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.

Electro Wizard Ram Rider

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 Battle Ram Skeleton Army Ram Rider
Giant Snowball
Bats Battle Ram Skeleton Army Baby Dragon Ram Rider
Zap
Bats Battle Ram Skeleton Army Ram Rider
Barbarian Barrel
Battle Ram Skeleton Army Electro Wizard
The Log
Battle Ram Skeleton Army Ram Rider
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Battle Ram Skeleton Army Baby Dragon Electro Wizard Ram Rider
Fireball
Battle Ram Skeleton Army Baby Dragon Electro Wizard Ram Rider
Poison
Bats Skeleton Army Electro Wizard
Lightning
Battle Ram Baby Dragon Electro Wizard Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon Freeze

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 Battle Ram Skeleton Army Baby Dragon Freeze

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.

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.

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 Battle Ram Baby Dragon Freeze Electro Wizard Ram Rider

Shortest cycle

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

12 Bats Arrows Skeleton Army Battle Ram

Attack Synergies 0 12

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
Battle Ram Baby Dragon Ram Rider
Arrows
Battle Ram Freeze Ram Rider
Battle Ram
Bats Arrows Baby Dragon Freeze Electro Wizard
Skeleton Army
Baby Dragon
Bats Battle Ram Electro Wizard Ram Rider
Freeze
Arrows Battle Ram
Electro Wizard
Battle Ram Baby Dragon Ram Rider
Ram Rider
Bats Arrows Baby Dragon Electro Wizard

Defense Synergies 0 7

Bats
Baby Dragon Freeze Electro Wizard
Arrows
Battle Ram
Skeleton Army
Freeze Electro Wizard
Baby Dragon
Bats
Freeze
Bats Skeleton Army Electro Wizard
Electro Wizard
Bats Skeleton Army Freeze Ram Rider
Ram Rider
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.

Baby Dragon Electro Wizard Ram Rider
Skeleton Army Bats Electro Wizard Ram Rider
Skeleton Army Ram Rider Bats Freeze Electro Wizard
Skeleton Army Bats Electro Wizard Ram Rider
Arrows Skeleton Army
Arrows Skeleton Army Freeze Bats Baby Dragon Electro Wizard
Bats Electro Wizard Ram Rider Arrows Baby Dragon Freeze
Arrows Baby Dragon Electro Wizard Ram Rider
Skeleton Army
Skeleton Army Electro Wizard
Bats Skeleton Army Electro Wizard Arrows Baby Dragon Freeze Ram Rider
Arrows Bats Baby Dragon Electro Wizard Ram Rider
Skeleton Army Bats Freeze Electro Wizard Ram Rider
Skeleton Army Bats Arrows Baby Dragon Freeze Electro Wizard
Skeleton Army Electro Wizard Ram Rider
Skeleton Army Freeze Electro Wizard Ram Rider
Bats Arrows Skeleton Army Electro Wizard
Arrows Bats Skeleton Army Baby Dragon Electro Wizard Ram Rider
Arrows Baby Dragon Freeze Bats Electro Wizard Ram Rider
Electro Wizard Ram Rider
Skeleton Army Bats Arrows Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Electro Wizard
Electro Wizard Arrows Baby Dragon
Skeleton Army Bats Electro Wizard Ram Rider
Skeleton Army Bats Electro Wizard Ram Rider
Skeleton Army Ram Rider
Arrows Bats Baby Dragon Freeze Electro Wizard Ram Rider
Skeleton Army Bats Electro Wizard Ram Rider
Skeleton Army
Freeze Electro Wizard Bats Skeleton Army Baby Dragon
Skeleton Army
Bats
Skeleton Army Arrows Electro Wizard
Skeleton Army Ram Rider
Skeleton Army Baby Dragon
Skeleton Army Electro Wizard Bats Baby Dragon Freeze
Bats Arrows Baby Dragon Freeze Electro Wizard

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 Freeze
Arrows Baby Dragon Electro Wizard Ram Rider
Arrows Baby Dragon
Arrows Freeze
Arrows Baby Dragon
Arrows Bats Baby Dragon Freeze Ram Rider
Arrows Baby Dragon
Arrows Baby Dragon Freeze Ram Rider
Arrows Ram Rider
Bats Electro Wizard
Arrows Electro Wizard Ram Rider
Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon Freeze
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Freeze
Bats
Arrows Baby Dragon Electro Wizard
Arrows Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Freeze Baby Dragon
Arrows Baby Dragon Electro Wizard Ram Rider
Arrows Baby Dragon Ram Rider
Arrows Baby Dragon
Bats Arrows Baby Dragon Electro Wizard
Electro Wizard Bats Freeze
Arrows
Arrows Freeze Electro Wizard
Arrows
Electro Wizard Bats Skeleton Army Freeze
Arrows Baby Dragon Electro Wizard Ram Rider
Freeze
Arrows
Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows
Bats Baby Dragon Freeze Electro Wizard
Bats Electro Wizard
Baby Dragon Freeze Electro Wizard

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