My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Archers Inferno Tower Electro Dragon Inferno 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 Archers Electro Dragon Inferno Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows Earthquake

Pump responses

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

Earthquake

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 Dragon

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 Archers Inferno Dragon
Giant Snowball
Bats Archers Electro Dragon Inferno Dragon
Zap
Bats Archers Inferno Tower Inferno Dragon
Barbarian Barrel
Archers Inferno Tower
The Log
Archers
Earthquake
Archers Inferno Tower
Arrows
Bats Archers
Royal Delivery
Bats Archers Electro Dragon Inferno Dragon
Fireball
Archers Inferno Tower Electro Dragon Inferno Dragon
Poison
Bats Archers Inferno Tower Electro Dragon
Lightning
Inferno Tower Electro Dragon Inferno Dragon
Rocket
Inferno Tower Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Earthquake Electro 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 Arrows Inferno Tower Inferno Dragon

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 Zap Archers Arrows Earthquake Inferno Dragon Inferno Tower Electro Dragon

Shortest cycle

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

10 Bats Zap Archers Arrows

Attack Synergies 2 9

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
Zap Inferno Dragon
Zap
Arrows Earthquake Bats Archers Electro Dragon
Archers
Zap Arrows Electro Dragon Inferno Dragon
Arrows
Zap Archers Earthquake
Earthquake
Zap Arrows
Inferno Tower
Electro Dragon
Zap Archers Inferno Dragon
Inferno Dragon
Bats Archers Electro Dragon

Defense Synergies 0 15

Bats
Zap Earthquake Inferno Tower Inferno Dragon
Zap
Bats Archers Arrows Earthquake Inferno Tower Electro Dragon Inferno Dragon
Archers
Zap Inferno Tower
Arrows
Zap Inferno Tower
Earthquake
Bats Zap Inferno Tower
Inferno Tower
Bats Zap Archers Arrows Earthquake Electro Dragon
Electro Dragon
Zap Inferno Tower Inferno Dragon
Inferno Dragon
Bats Zap Electro 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.

Earthquake Zap Inferno Tower Electro Dragon
Inferno Tower Inferno Dragon Bats Zap Electro Dragon
Inferno Tower Bats Archers Electro Dragon Inferno Dragon
Inferno Tower Inferno Dragon Bats Electro Dragon
Arrows Earthquake
Arrows Bats Zap Archers Earthquake Electro Dragon
Bats Inferno Tower Inferno Dragon Zap Archers Arrows Electro Dragon
Earthquake Zap Arrows Inferno Tower Electro Dragon
Inferno Tower Inferno Dragon
Archers Inferno Tower
Bats Archers Zap Arrows Earthquake Electro Dragon
Arrows Inferno Tower Inferno Dragon Bats Zap Archers Electro Dragon
Inferno Tower Bats Zap Earthquake Electro Dragon
Bats Zap Arrows Earthquake Electro Dragon
Inferno Tower Inferno Dragon
Inferno Tower Zap Inferno Dragon
Bats Arrows Inferno Tower Electro Dragon
Arrows Bats Zap Archers Electro Dragon
Zap Arrows Earthquake Bats Archers Electro Dragon Inferno Dragon
Inferno Tower Inferno Dragon
Bats Archers Arrows Earthquake Electro Dragon

Counters to secondary win conditions

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

Zap Archers Inferno Tower
Zap Archers Arrows Electro Dragon Inferno Dragon
Bats Zap Inferno Tower Electro Dragon
Bats Zap Inferno Tower
Inferno Tower Inferno Dragon
Arrows Bats Zap Archers Electro Dragon
Bats Archers Inferno Tower
Inferno Tower Inferno Dragon
Zap Electro Dragon Bats Inferno Tower Inferno Dragon
Inferno Tower Inferno Dragon
Inferno Dragon Bats Inferno Tower Electro Dragon
Zap Arrows
Inferno Tower
Archers Electro Dragon
Inferno Tower Electro Dragon Bats Zap Archers Inferno Dragon
Bats Arrows Zap Archers Earthquake Inferno Tower Electro Dragon Inferno Dragon
Arrows 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.)

Earthquake Arrows Electro Dragon
Arrows Zap Electro Dragon
Earthquake Arrows Electro Dragon
Earthquake Arrows
Zap Arrows Earthquake
Arrows Bats Zap Electro Dragon
Archers Arrows Earthquake
Arrows Earthquake Zap Electro Dragon
Arrows Zap Electro Dragon
Bats Electro Dragon
Zap Arrows Earthquake Electro Dragon
Zap Archers Arrows Electro Dragon
Earthquake
Earthquake Arrows Electro Dragon
Earthquake Zap Arrows
Earthquake Zap Arrows Electro Dragon
Earthquake Arrows Electro Dragon
Arrows Earthquake
Bats
Zap Archers Arrows Earthquake Electro Dragon
Zap Arrows Earthquake Electro Dragon
Earthquake
Arrows
Earthquake Zap Arrows Electro Dragon
Zap Arrows Earthquake Electro Dragon
Inferno Dragon
Arrows Zap Earthquake Electro Dragon
Zap Arrows Electro Dragon
Zap Arrows
Bats Zap Archers Arrows Electro Dragon
Zap Electro Dragon Bats
Zap Arrows Earthquake Electro Dragon
Zap Arrows Electro Dragon
Arrows Earthquake
Zap Earthquake Bats Archers Electro Dragon
Zap Archers Arrows Electro Dragon
Arrows
Electro Dragon
Arrows Zap Earthquake Electro Dragon
Zap Arrows
Electro Dragon
Zap Electro Dragon Bats
Bats Zap Electro Dragon
Electro Dragon Zap

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