My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Inferno Tower Wizard Baby Dragon

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 Knight Wizard Baby Dragon

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.

Fireball

Punishments

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

Hog Rider

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.

Knight Barbarians Hog Rider Baby Dragon

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

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
Giant Snowball
Bats Barbarians Hog Rider Baby Dragon
Zap
Bats Inferno Tower
Barbarian Barrel
Knight Barbarians Inferno Tower Wizard
The Log
Barbarians Hog Rider
Earthquake
Barbarians Hog Rider Inferno Tower
Arrows
Bats
Royal Delivery
Bats Knight Barbarians Hog Rider Wizard Baby Dragon
Fireball
Barbarians Hog Rider Inferno Tower Wizard Baby Dragon
Poison
Bats Barbarians Inferno Tower Wizard
Lightning
Knight Inferno Tower Wizard Baby Dragon
Rocket
Barbarians Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Baby Dragon

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 Knight Inferno Tower 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.

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.

Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Fireball Hog Rider Baby Dragon Barbarians Inferno Tower Wizard

Shortest cycle

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

13 Bats Knight Fireball Hog Rider

Attack Synergies 5 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
Knight Hog Rider Baby Dragon
Knight
Bats Hog Rider Baby Dragon Fireball Wizard
Barbarians
Hog Rider
Fireball
Hog Rider Knight Baby Dragon
Hog Rider
Bats Knight Fireball Barbarians Wizard Baby Dragon
Inferno Tower
Wizard
Knight Hog Rider
Baby Dragon
Knight Bats Fireball Hog Rider

Defense Synergies 2 7

Bats
Knight Inferno Tower Baby Dragon
Knight
Bats Inferno Tower Fireball Wizard Baby Dragon
Barbarians
Fireball
Knight Inferno Tower
Hog Rider
Inferno Tower
Knight Bats Fireball Baby Dragon
Wizard
Knight
Baby Dragon
Bats Knight Inferno Tower

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.

Knight Fireball Inferno Tower Wizard Baby Dragon
Barbarians Inferno Tower Bats Knight
Barbarians Inferno Tower Bats Knight
Barbarians Inferno Tower Bats Knight
Barbarians Fireball
Fireball Bats Baby Dragon
Bats Inferno Tower Fireball Wizard Baby Dragon
Barbarians Fireball Inferno Tower Baby Dragon
Barbarians Inferno Tower
Knight Barbarians Inferno Tower
Bats Barbarians Knight Fireball Wizard Baby Dragon
Inferno Tower Bats Fireball Wizard Baby Dragon
Barbarians Inferno Tower Bats Knight Fireball Wizard
Fireball Wizard Bats Barbarians Baby Dragon
Barbarians Inferno Tower Knight
Barbarians Inferno Tower Fireball
Barbarians Wizard Bats Knight Fireball Inferno Tower
Fireball Bats Knight Barbarians Wizard Baby Dragon
Wizard Baby Dragon Bats Knight Barbarians Fireball
Barbarians Inferno Tower
Wizard Bats Knight Barbarians Fireball Baby Dragon

Counters to secondary win conditions

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

Knight Barbarians Fireball Inferno Tower
Fireball Knight Wizard Baby Dragon
Barbarians Bats Knight Inferno Tower
Bats Knight Barbarians Fireball Inferno Tower
Barbarians Inferno Tower Knight
Fireball Wizard Bats Baby Dragon
Bats Knight Barbarians Fireball Inferno Tower
Inferno Tower Knight Barbarians
Bats Knight Barbarians Fireball Inferno Tower Baby Dragon
Inferno Tower Barbarians
Bats Knight Barbarians Inferno Tower
Barbarians Fireball
Barbarians Knight Fireball Inferno Tower Wizard
Wizard Barbarians Fireball Baby Dragon
Barbarians Inferno Tower Bats Knight Fireball Baby Dragon
Bats Barbarians Fireball Inferno Tower Wizard Baby Dragon
Fireball Inferno Tower

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 Knight Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Knight Barbarians Fireball
Fireball Wizard Baby Dragon
Fireball Wizard Bats Baby Dragon
Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard
Bats Fireball
Knight Fireball Wizard
Fireball Wizard Baby Dragon
Knight Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Bats
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fireball Wizard
Barbarians Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Bats Fireball Wizard Baby Dragon
Bats Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bats Barbarians Fireball
Fireball Wizard Baby Dragon
Fireball
Fireball Knight Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Bats Fireball Baby Dragon
Bats Fireball
Fireball Baby Dragon

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