My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Bomber Bats Royal Giant Dark Prince Fisherman Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Rage

Punishments

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

Royal Giant Dark Prince

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.

Royal Giant Dark Prince

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.

Dark Prince 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
Bomber Bats Royal Giant Dark Prince Fisherman
Giant Snowball
Bomber Bats Fisherman
Zap
Bomber Bats Royal Giant Dark Prince Fisherman
Barbarian Barrel
Bomber Dark Prince Electro Wizard
The Log
Bomber Royal Giant Dark Prince Fisherman
Earthquake
Bomber
Arrows
Bomber Bats
Royal Delivery
Bomber Bats Dark Prince Fisherman Electro Wizard
Fireball
Bomber Fisherman Electro Wizard
Poison
Bomber Bats Fisherman Electro Wizard
Lightning
Dark Prince Fisherman Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Dark Prince

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 Rage Dark Prince

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.

Royal Giant

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Rage Arrows Fisherman Dark Prince Electro Wizard Royal Giant

Shortest cycle

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

9 Bomber Bats Rage Arrows

Attack Synergies 4 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.

Bomber
Royal Giant Bats Dark Prince
Bats
Royal Giant Bomber Rage Dark Prince Fisherman
Arrows
Royal Giant Dark Prince
Royal Giant
Bomber Bats Arrows Fisherman Dark Prince Electro Wizard
Rage
Bats Dark Prince Electro Wizard
Dark Prince
Bomber Bats Arrows Royal Giant Rage Fisherman Electro Wizard
Fisherman
Royal Giant Bats Dark Prince
Electro Wizard
Royal Giant Rage Dark Prince

Defense Synergies 0 9

Bomber
Bats Dark Prince Fisherman Electro Wizard
Bats
Bomber Dark Prince Fisherman Electro Wizard
Arrows
Dark Prince
Royal Giant
Rage
Dark Prince
Bomber Bats Arrows Electro Wizard
Fisherman
Bomber Bats
Electro Wizard
Bomber Bats Dark Prince

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.

Bomber Electro Wizard
Bomber Bats Dark Prince Fisherman Electro Wizard
Fisherman Bomber Bats Dark Prince Electro Wizard
Bomber Bats Dark Prince Fisherman Electro Wizard
Bomber Arrows Dark Prince
Arrows Bomber Bats Dark Prince Electro Wizard
Bats Electro Wizard Arrows
Arrows Electro Wizard
Fisherman
Bomber Dark Prince Fisherman Electro Wizard
Bats Electro Wizard Bomber Arrows Dark Prince Fisherman
Arrows Bats Electro Wizard
Bomber Bats Dark Prince Electro Wizard
Bomber Bats Arrows Dark Prince Electro Wizard
Electro Wizard
Fisherman Electro Wizard
Bomber Bats Arrows Dark Prince Fisherman Electro Wizard
Arrows Bomber Bats Dark Prince Fisherman Electro Wizard
Arrows Bomber Bats Dark Prince Fisherman Electro Wizard
Fisherman Electro Wizard
Bomber Dark Prince Bats Arrows Fisherman Electro Wizard

Counters to secondary win conditions

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

Dark Prince Fisherman Electro Wizard
Electro Wizard Bomber Arrows Fisherman
Bats Dark Prince Fisherman Electro Wizard
Dark Prince Bats Fisherman Electro Wizard
Dark Prince Fisherman
Arrows Bats Electro Wizard
Dark Prince Bats Electro Wizard
Dark Prince Fisherman
Electro Wizard Bats Dark Prince
Bats Dark Prince
Arrows Dark Prince Electro Wizard
Dark Prince
Bomber
Electro Wizard Bomber Bats Dark Prince Fisherman
Bats Arrows Bomber Dark Prince 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.)

Arrows
Arrows Fisherman Electro Wizard
Arrows
Arrows Dark Prince
Bomber Arrows Dark Prince
Arrows Bats
Bomber Arrows
Arrows
Arrows Fisherman
Bats Fisherman Electro Wizard
Arrows Dark Prince Fisherman Electro Wizard
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Bomber Arrows
Arrows
Arrows
Bomber Bats Fisherman
Bomber Arrows Dark Prince Fisherman Electro Wizard
Bomber Arrows
Arrows
Fisherman
Arrows
Arrows Bomber Dark Prince
Fisherman
Arrows Fisherman Electro Wizard
Arrows Fisherman
Arrows Fisherman
Bats Arrows Electro Wizard
Electro Wizard Bats
Bomber Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Bats Dark Prince
Arrows Electro Wizard
Arrows
Dark Prince Electro Wizard
Arrows Bomber
Arrows
Dark Prince
Bats Electro Wizard
Bats Electro Wizard
Dark Prince Electro Wizard

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