My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Ice Wizard Electro Wizard

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 Bowler Ice Wizard Electro Wizard

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.

Zap

Punishments

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

Elite Barbarians 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.

Elite Barbarians Hog Rider

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.

Elite Barbarians Hog Rider Electro Wizard

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 Elite Barbarians Hog Rider
Giant Snowball
Bats Archers Hog Rider
Zap
Bats Archers
Barbarian Barrel
Archers Elite Barbarians Ice Wizard Electro Wizard
The Log
Archers Elite Barbarians Hog Rider
Earthquake
Archers Hog Rider
Arrows
Bats Archers
Royal Delivery
Bats Archers Elite Barbarians Hog Rider Bowler Ice Wizard Electro Wizard
Fireball
Archers Elite Barbarians Hog Rider Bowler Ice Wizard Electro Wizard
Poison
Bats Archers Ice Wizard Electro Wizard
Lightning
Elite Barbarians Bowler Ice Wizard Electro Wizard
Rocket
Elite Barbarians Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Bowler Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Bowler Ice Wizard

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.

Elite Barbarians

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.

Ice Wizard Electro 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 Zap Archers Ice Wizard Hog Rider Electro Wizard Bowler Elite Barbarians

Shortest cycle

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

10 Bats Zap Archers Ice Wizard

Attack Synergies 4 14

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 Zap Elite Barbarians Bowler
Zap
Elite Barbarians Hog Rider Electro Wizard Bats Archers Bowler Ice Wizard
Archers
Zap Elite Barbarians Hog Rider Bowler
Elite Barbarians
Zap Bats Archers Hog Rider
Hog Rider
Bats Zap Archers Elite Barbarians Bowler Electro Wizard
Bowler
Bats Zap Archers Hog Rider Ice Wizard Electro Wizard
Ice Wizard
Zap Bowler
Electro Wizard
Zap Hog Rider Bowler

Defense Synergies 1 13

Bats
Zap Bowler Ice Wizard Electro Wizard
Zap
Electro Wizard Bats Archers Elite Barbarians Bowler Ice Wizard
Archers
Zap Bowler Ice Wizard Electro Wizard
Elite Barbarians
Zap
Hog Rider
Bowler
Bats Zap Archers Ice Wizard Electro Wizard
Ice Wizard
Bats Zap Archers Bowler
Electro Wizard
Zap Bats Archers Bowler

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 Electro Wizard
Elite Barbarians Bats Zap Ice Wizard Electro Wizard
Bowler Bats Archers Elite Barbarians Ice Wizard Electro Wizard
Elite Barbarians Bats Bowler Ice Wizard Electro Wizard
Elite Barbarians Bowler
Bowler Bats Zap Archers Ice Wizard Electro Wizard
Bats Electro Wizard Zap Archers Ice Wizard
Bowler Zap Electro Wizard
Elite Barbarians Ice Wizard
Elite Barbarians Archers Bowler Ice Wizard Electro Wizard
Bats Archers Ice Wizard Electro Wizard Zap Bowler
Bats Zap Archers Ice Wizard Electro Wizard
Bowler Bats Zap Elite Barbarians Ice Wizard Electro Wizard
Bowler Bats Zap Electro Wizard
Elite Barbarians Electro Wizard
Zap Elite Barbarians Bowler Electro Wizard
Bats Elite Barbarians Bowler Electro Wizard
Bats Zap Archers Elite Barbarians Bowler Ice Wizard Electro Wizard
Zap Bats Archers Bowler Ice Wizard Electro Wizard
Elite Barbarians Electro Wizard
Bowler Bats Archers Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Zap Archers Elite Barbarians Bowler Electro Wizard
Electro Wizard Zap Archers Elite Barbarians Bowler
Bats Zap Elite Barbarians Bowler Electro Wizard
Bowler Bats Zap Elite Barbarians Electro Wizard
Elite Barbarians Bowler
Bats Zap Archers Ice Wizard Electro Wizard
Bats Archers Elite Barbarians Bowler Ice Wizard Electro Wizard
Elite Barbarians
Zap Electro Wizard Bats Elite Barbarians
Bats Elite Barbarians Bowler
Zap Elite Barbarians Bowler Electro Wizard
Elite Barbarians Bowler
Archers Bowler
Elite Barbarians Electro Wizard Bats Zap Archers Bowler
Bats Bowler Zap Archers Elite Barbarians Ice Wizard Electro Wizard

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.)

Zap Bowler Ice Wizard Electro Wizard
Zap Bowler
Bats Zap Ice Wizard
Archers Bowler
Zap Bowler Ice Wizard
Zap
Bats Elite Barbarians Bowler Electro Wizard
Zap Bowler Electro Wizard
Zap Archers
Elite Barbarians Bowler
Zap Elite Barbarians
Zap Bowler
Bowler
Bats
Zap Archers Bowler Electro Wizard
Zap Bowler
Bowler
Bowler
Zap
Zap Bowler Ice Wizard
Zap Bowler Ice Wizard Electro Wizard
Zap Bowler
Zap
Elite Barbarians Bats Zap Archers Ice Wizard Electro Wizard
Zap Electro Wizard Bats
Elite Barbarians Bowler
Zap
Zap Electro Wizard
Bowler
Zap Electro Wizard Bats Archers
Zap Archers Ice Wizard Electro Wizard
Bowler Electro Wizard
Zap Bowler
Zap
Elite Barbarians
Zap Bats Elite Barbarians Bowler Electro Wizard
Bats Zap Electro Wizard
Zap Bowler Electro Wizard

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