My Best Clash Royale Deck

Deck Check Rating

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

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 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 Mega Minion 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 Mega Minion Baby Dragon Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Zap Arrows

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 Barbarians Baby Dragon Lava Hound

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 Lava Hound
Giant Snowball
Bats Barbarians Mega Minion Baby Dragon Lava Hound
Zap
Bats Lava Hound
Barbarian Barrel
Knight Barbarians
The Log
Barbarians
Earthquake
Barbarians
Arrows
Bats Lava Hound
Royal Delivery
Bats Knight Barbarians Mega Minion Baby Dragon Lava Hound
Fireball
Barbarians Mega Minion Baby Dragon Lava Hound
Poison
Bats Barbarians Mega Minion Lava Hound
Lightning
Knight Mega Minion Baby Dragon
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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 Arrows Knight Mega Minion Baby Dragon

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 Lava Hound

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Knight Mega Minion Baby Dragon Barbarians Lava Hound

Shortest cycle

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

10 Bats Zap Arrows Knight

Attack Synergies 9 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
Knight Lava Hound Zap Mega Minion Baby Dragon
Zap
Arrows Mega Minion Bats Knight Baby Dragon Lava Hound
Arrows
Zap Lava Hound Knight Mega Minion
Knight
Bats Mega Minion Baby Dragon Zap Arrows
Barbarians
Mega Minion
Zap Knight Lava Hound Bats Arrows Baby Dragon
Baby Dragon
Knight Lava Hound Bats Zap Mega Minion
Lava Hound
Bats Arrows Mega Minion Baby Dragon Zap

Defense Synergies 3 11

Bats
Knight Zap Baby Dragon
Zap
Mega Minion Bats Arrows Knight Barbarians Baby Dragon
Arrows
Zap Knight Barbarians Mega Minion
Knight
Bats Mega Minion Zap Arrows Baby Dragon
Barbarians
Zap Arrows
Mega Minion
Zap Knight Arrows Baby Dragon
Baby Dragon
Bats Zap Knight Mega Minion
Lava Hound

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.

Zap Knight Mega Minion Baby Dragon
Barbarians Bats Zap Knight Mega Minion
Barbarians Bats Knight Mega Minion
Barbarians Bats Knight Mega Minion
Arrows Barbarians
Arrows Bats Zap Mega Minion Baby Dragon
Bats Mega Minion Zap Arrows Baby Dragon
Zap Arrows Barbarians Baby Dragon
Barbarians
Knight Barbarians
Bats Barbarians Zap Arrows Knight Mega Minion Baby Dragon
Arrows Mega Minion Bats Zap Baby Dragon
Barbarians Bats Zap Knight
Bats Zap Arrows Barbarians Mega Minion Baby Dragon
Barbarians Knight
Barbarians Zap
Barbarians Bats Arrows Knight
Arrows Bats Zap Knight Barbarians Mega Minion Baby Dragon
Zap Arrows Baby Dragon Bats Knight Barbarians Mega Minion
Barbarians
Bats Arrows Knight Barbarians Baby Dragon

Counters to secondary win conditions

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

Knight Barbarians Zap
Zap Arrows Knight Mega Minion Baby Dragon
Barbarians Bats Zap Knight
Bats Zap Knight Barbarians
Barbarians Knight
Arrows Bats Zap Baby Dragon
Bats Knight Barbarians Mega Minion
Knight Barbarians
Zap Bats Knight Barbarians Mega Minion Baby Dragon
Barbarians Mega Minion
Bats Knight Barbarians Mega Minion
Zap Arrows Barbarians
Barbarians Knight
Barbarians Baby Dragon
Barbarians Bats Zap Knight Mega Minion Baby Dragon
Bats Arrows Zap Barbarians Mega Minion 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.)

Arrows Knight Baby Dragon
Arrows Zap Baby Dragon
Arrows Baby Dragon
Arrows Knight Barbarians
Zap Arrows Baby Dragon
Arrows Bats Zap Mega Minion Baby Dragon
Arrows Baby Dragon
Arrows Zap Baby Dragon
Arrows Zap
Bats
Zap Arrows Knight
Zap Arrows Baby Dragon
Knight Baby Dragon
Arrows Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bats
Zap Arrows Mega Minion Baby Dragon
Zap Arrows Baby Dragon
Baby Dragon
Arrows
Zap Arrows Barbarians Baby Dragon
Zap Arrows Baby Dragon
Mega Minion
Arrows Zap Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon
Bats Zap Arrows Baby Dragon
Zap Bats Mega Minion
Mega Minion
Zap Arrows
Zap Arrows
Arrows
Zap Bats Barbarians
Zap Arrows Mega Minion Baby Dragon
Arrows
Knight Mega Minion Baby Dragon
Arrows Zap Baby Dragon
Zap Arrows
Mega Minion
Zap Bats Baby Dragon
Bats Zap
Zap Baby Dragon

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