My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker 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 Knight Firecracker Wizard Baby Dragon Bowler

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.

Rage

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.

Missing

Dropped at the bridge

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

Knight 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.

Firecracker 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 Hog Rider Baby Dragon
Zap
Bats Firecracker
Barbarian Barrel
Knight Firecracker Wizard
The Log
Firecracker Hog Rider
Earthquake
Firecracker Hog Rider
Arrows
Bats Firecracker
Royal Delivery
Bats Knight Firecracker Hog Rider Wizard Baby Dragon Bowler
Fireball
Firecracker Hog Rider Wizard Baby Dragon Bowler
Poison
Bats Firecracker Wizard
Lightning
Knight Wizard Baby Dragon Bowler
Rocket
Hog Rider Wizard Bowler

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Baby Dragon Bowler

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 Rage Baby Dragon Bowler

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.

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.

Bats Rage Knight Firecracker Hog Rider Baby Dragon Wizard Bowler

Shortest cycle

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

10 Bats Rage Knight Firecracker

Attack Synergies 7 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
Knight Hog Rider Firecracker Rage Baby Dragon Bowler
Knight
Bats Firecracker Hog Rider Baby Dragon Wizard
Firecracker
Knight Hog Rider Bats Baby Dragon Bowler
Hog Rider
Bats Knight Firecracker Rage Wizard Baby Dragon Bowler
Wizard
Knight Hog Rider Rage
Rage
Hog Rider Bats Wizard
Baby Dragon
Knight Bats Firecracker Hog Rider Bowler
Bowler
Bats Firecracker Hog Rider Baby Dragon

Defense Synergies 2 8

Bats
Knight Firecracker Baby Dragon Bowler
Knight
Bats Firecracker Wizard Baby Dragon Bowler
Firecracker
Knight Bats Baby Dragon
Hog Rider
Wizard
Knight
Rage
Baby Dragon
Bats Knight Firecracker Bowler
Bowler
Bats Knight Baby Dragon

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.

Bowler Knight Firecracker Wizard Baby Dragon
Bats Knight Firecracker
Bowler Bats Knight
Bats Knight Firecracker Bowler
Firecracker Bowler
Bowler Bats Firecracker Baby Dragon
Bats Firecracker Wizard Baby Dragon
Bowler Baby Dragon
Knight Firecracker Bowler
Bats Knight Firecracker Wizard Baby Dragon Bowler
Bats Firecracker Wizard Baby Dragon
Bowler Bats Knight Wizard
Wizard Bowler Bats Firecracker Baby Dragon
Knight
Bowler
Wizard Bats Knight Firecracker Bowler
Bats Knight Firecracker Wizard Baby Dragon Bowler
Wizard Baby Dragon Bats Knight Firecracker Bowler
Wizard Bowler Bats Knight Firecracker Baby Dragon

Counters to secondary win conditions

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

Knight Bowler
Knight Firecracker Wizard Baby Dragon Bowler
Bats Knight Bowler
Bowler Bats Knight
Knight Bowler
Firecracker Wizard Bats Baby Dragon
Bats Knight Bowler
Knight
Bats Knight Firecracker Baby Dragon
Bats Knight Bowler
Bowler
Bowler Knight Wizard
Wizard Firecracker Baby Dragon Bowler
Bats Knight Firecracker Baby Dragon Bowler
Bats Bowler Firecracker Wizard Baby Dragon

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.)

Knight Firecracker Baby Dragon
Firecracker Baby Dragon Bowler
Baby Dragon
Knight Firecracker
Wizard Firecracker Baby Dragon Bowler
Firecracker Wizard Bats Baby Dragon
Firecracker Wizard Baby Dragon Bowler
Firecracker Wizard Baby Dragon Bowler
Firecracker Wizard
Bats Bowler
Firecracker Knight Wizard Bowler
Firecracker Wizard Baby Dragon
Knight Firecracker Baby Dragon Bowler
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Wizard Baby Dragon Bowler
Firecracker Wizard Baby Dragon Bowler
Bats
Firecracker Wizard Baby Dragon Bowler
Firecracker Wizard Baby Dragon Bowler
Baby Dragon Bowler
Wizard
Bowler
Baby Dragon
Firecracker Wizard Baby Dragon Bowler
Firecracker Wizard Baby Dragon Bowler
Wizard Baby Dragon Bowler
Firecracker Baby Dragon
Bats Firecracker Wizard Baby Dragon
Bats Firecracker Wizard
Bowler
Wizard
Firecracker
Firecracker Wizard Bowler
Bats
Firecracker Wizard Baby Dragon
Knight Firecracker Wizard Baby Dragon Bowler
Firecracker Wizard Baby Dragon Bowler
Firecracker
Bats Firecracker Baby Dragon Bowler
Firecracker Bats
Firecracker Baby Dragon Bowler

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: