My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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

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 Archers Giant Bowler Fisherman

Offensive cards

Win conditions

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

Giant Miner

Damage spells

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

Zap Arrows

Punishments

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

Giant Miner

Pump responses

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

Miner

Dropped at the bridge

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

Giant

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.

Miner

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 Giant Miner Fisherman
Giant Snowball
Bats Archers Miner Fisherman
Zap
Bats Archers Fisherman
Barbarian Barrel
Archers
The Log
Archers Fisherman
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Bowler Miner Fisherman
Fireball
Archers Bowler Fisherman
Poison
Bats Archers Fisherman
Lightning
Bowler Fisherman
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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 Arrows Bowler Miner

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 Zap Archers Arrows Miner Fisherman Giant Bowler

Shortest cycle

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

10 Bats Zap Archers Arrows

Attack Synergies 7 17

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
Giant Miner Zap Bowler Fisherman
Zap
Arrows Giant Miner Bats Archers Bowler Fisherman
Archers
Zap Arrows Giant Bowler Miner Fisherman
Arrows
Zap Giant Archers Bowler Miner
Giant
Bats Zap Arrows Miner Archers Bowler Fisherman
Bowler
Bats Zap Archers Arrows Giant Miner Fisherman
Miner
Bats Zap Giant Archers Arrows Bowler
Fisherman
Bats Zap Archers Giant Bowler

Defense Synergies 0 11

Bats
Zap Bowler Fisherman
Zap
Bats Archers Arrows Bowler Miner Fisherman
Archers
Zap Bowler Fisherman
Arrows
Zap Bowler
Giant
Bowler
Bats Zap Archers Arrows
Miner
Zap
Fisherman
Bats Zap Archers

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 Zap
Bats Zap Fisherman
Bowler Fisherman Bats Archers
Bats Bowler Fisherman
Arrows Bowler
Arrows Bowler Bats Zap Archers
Bats Zap Archers Arrows
Bowler Zap Arrows
Fisherman
Archers Bowler Miner Fisherman
Bats Archers Zap Arrows Bowler Fisherman
Arrows Bats Zap Archers
Bowler Bats Zap
Bowler Bats Zap Arrows
Zap Bowler Fisherman
Bats Arrows Bowler Fisherman
Arrows Bats Zap Archers Bowler Fisherman
Zap Arrows Bats Archers Bowler Fisherman
Fisherman
Bowler Bats Archers Arrows Fisherman

Counters to secondary win conditions

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

Zap Archers Bowler Fisherman
Zap Archers Arrows Bowler Miner Fisherman
Bats Zap Bowler Fisherman
Bowler Bats Zap Fisherman
Bowler Fisherman
Arrows Bats Zap Archers
Bats Archers Bowler
Fisherman
Zap Bats
Bats Bowler
Zap Arrows Bowler
Bowler
Archers Bowler
Bats Zap Archers Bowler Fisherman
Bats Arrows Bowler Zap Archers

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
Arrows Zap Bowler Miner Fisherman
Arrows Miner
Arrows
Zap Arrows Bowler
Arrows Bats Zap
Archers Arrows Bowler
Arrows Zap Bowler
Arrows Miner Zap Fisherman
Bats Bowler Fisherman
Miner Zap Arrows Bowler Fisherman
Zap Archers Arrows
Bowler Miner Fisherman
Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows Bowler
Arrows Bowler
Arrows
Bats Fisherman
Zap Archers Arrows Bowler Fisherman
Zap Arrows Bowler Miner
Bowler
Arrows
Bowler Fisherman
Zap Arrows
Zap Arrows Bowler
Fisherman
Arrows Miner Zap Bowler Fisherman
Zap Arrows Bowler Miner Fisherman
Miner Zap Arrows Fisherman
Bats Zap Archers Arrows
Zap Bats
Bowler
Zap Arrows Miner
Zap Arrows
Arrows Bowler
Zap Bats Archers
Zap Archers Arrows
Arrows
Miner Bowler
Arrows Zap Bowler
Zap Arrows
Zap Bats Bowler
Bats Zap
Zap Bowler Miner

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