My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Wizard Baby Dragon

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 Wizard Baby Dragon Dark Prince Prince

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Fireball

Punishments

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

Hog Rider Dark Prince Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Hog Rider Baby Dragon Dark Prince 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.

Hog Rider Dark Prince

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 Hog Rider Dark Prince Prince
Giant Snowball
Bats Hog Rider Baby Dragon
Zap
Bats Dark Prince Prince
Barbarian Barrel
Wizard Dark Prince
The Log
Hog Rider Dark Prince Prince
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Hog Rider Wizard Baby Dragon Dark Prince Prince
Fireball
Hog Rider Wizard Baby Dragon
Poison
Bats Wizard
Lightning
Wizard Baby Dragon Dark Prince Prince
Rocket
Hog Rider Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard Baby Dragon Dark Prince

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 Baby Dragon Dark Prince 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.

Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Fireball Hog Rider Baby Dragon Dark Prince Wizard Prince

Shortest cycle

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

13 Bats Arrows Fireball Hog Rider

Attack Synergies 5 15

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
Hog Rider Baby Dragon Dark Prince Prince
Arrows
Fireball Hog Rider Dark Prince Prince
Fireball
Arrows Hog Rider Baby Dragon Dark Prince
Hog Rider
Bats Arrows Fireball Wizard Baby Dragon Dark Prince Prince
Wizard
Hog Rider Dark Prince Prince
Baby Dragon
Bats Fireball Hog Rider Dark Prince Prince
Dark Prince
Prince Bats Arrows Fireball Hog Rider Wizard Baby Dragon
Prince
Dark Prince Bats Arrows Hog Rider Wizard Baby Dragon

Defense Synergies 0 12

Bats
Baby Dragon Dark Prince Prince
Arrows
Fireball Dark Prince Prince
Fireball
Arrows Dark Prince
Hog Rider
Wizard
Dark Prince Prince
Baby Dragon
Bats Dark Prince Prince
Dark Prince
Bats Arrows Fireball Wizard Baby Dragon Prince
Prince
Bats Arrows Wizard Baby Dragon Dark Prince

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.

Fireball Wizard Baby Dragon
Bats Dark Prince Prince
Prince Bats Dark Prince
Prince Bats Dark Prince
Arrows Fireball Dark Prince Prince
Arrows Fireball Bats Baby Dragon Dark Prince
Bats Arrows Fireball Wizard Baby Dragon
Arrows Fireball Baby Dragon
Prince
Dark Prince Prince
Bats Arrows Fireball Wizard Baby Dragon Dark Prince
Arrows Bats Fireball Wizard Baby Dragon
Prince Bats Fireball Wizard Dark Prince
Fireball Wizard Bats Arrows Baby Dragon Dark Prince Prince
Prince
Fireball Prince
Wizard Bats Arrows Fireball Dark Prince Prince
Arrows Fireball Bats Wizard Baby Dragon Dark Prince Prince
Arrows Wizard Baby Dragon Bats Fireball Dark Prince
Prince
Wizard Dark Prince Bats Arrows Fireball Baby Dragon Prince

Counters to secondary win conditions

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

Fireball Dark Prince Prince
Fireball Arrows Wizard Baby Dragon Prince
Bats Dark Prince Prince
Dark Prince Prince Bats Fireball
Dark Prince Prince
Arrows Fireball Wizard Bats Baby Dragon
Dark Prince Prince Bats Fireball
Dark Prince Prince
Bats Fireball Baby Dragon Dark Prince Prince
Bats Dark Prince Prince
Arrows Fireball Dark Prince Prince
Dark Prince Prince Fireball Wizard
Wizard Fireball Baby Dragon
Bats Fireball Baby Dragon Dark Prince Prince
Bats Arrows Fireball Wizard Baby Dragon Dark Prince

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.)

Fireball Arrows Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Dark Prince Prince
Fireball Wizard Arrows Baby Dragon Dark Prince
Arrows Fireball Wizard Bats Baby Dragon
Arrows Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball Wizard
Bats Fireball Prince
Arrows Fireball Wizard Dark Prince Prince
Fireball Arrows Wizard Baby Dragon
Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon Prince
Arrows Fireball Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball
Bats
Arrows Fireball Wizard Baby Dragon Dark Prince Prince
Arrows Fireball Wizard Baby Dragon
Fireball Baby Dragon Prince
Arrows Fireball Wizard
Prince
Arrows Fireball Baby Dragon
Arrows Fireball Wizard Baby Dragon Dark Prince
Arrows Fireball Wizard Baby Dragon
Fireball Arrows Wizard Baby Dragon Prince
Fireball Arrows Baby Dragon
Bats Arrows Fireball Wizard Baby Dragon
Bats Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Prince
Arrows Fireball Wizard
Bats Fireball Dark Prince Prince
Fireball Arrows Wizard Baby Dragon
Arrows Fireball
Fireball Wizard Baby Dragon Dark Prince Prince
Arrows Fireball Wizard Baby Dragon
Arrows Fireball
Dark Prince Prince
Bats Fireball Baby Dragon
Bats Fireball
Fireball Baby Dragon Dark Prince Prince

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