My Best Clash Royale Deck

Deck Check Rating

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

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Wizard Little Prince

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 Giant Wizard Fisherman Little Prince

Offensive cards

Win conditions

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

Giant

Damage spells

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

Tornado Void

Punishments

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

Giant

Pump responses

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

Void

Dropped at the bridge

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

Goblins Giant

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 Giant Fisherman
Giant Snowball
Goblins Bats Fisherman Little Prince
Zap
Goblins Bats Fisherman Little Prince
Barbarian Barrel
Goblins Wizard Little Prince
The Log
Goblins Fisherman Little Prince
Earthquake
Arrows
Goblins Bats Little Prince
Royal Delivery
Goblins Bats Wizard Fisherman Little Prince
Fireball
Wizard Fisherman Little Prince
Poison
Bats Wizard Fisherman Little Prince
Lightning
Wizard Fisherman Little Prince
Rocket
Wizard Little Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado

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 Tornado

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.

Goblins 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Tornado Void Fisherman Little Prince Giant Wizard

Shortest cycle

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

10 Goblins Bats Tornado Void

Attack Synergies 2 7

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.

Goblins
Giant
Bats
Giant Fisherman
Giant
Bats Goblins Wizard Tornado Void Fisherman Little Prince
Wizard
Tornado Giant
Tornado
Wizard Giant
Void
Giant
Fisherman
Bats Giant
Little Prince
Giant

Defense Synergies 1 5

Goblins
Wizard Fisherman Little Prince
Bats
Fisherman
Giant
Wizard
Tornado Goblins
Tornado
Wizard Little Prince
Void
Fisherman
Goblins Bats
Little Prince
Goblins Tornado

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.

Wizard Void
Goblins Bats Fisherman
Tornado Fisherman Goblins Bats Void
Goblins Bats Fisherman
Tornado
Tornado Goblins Bats
Bats Tornado Wizard Void Little Prince
Void
Goblins Tornado Fisherman
Tornado Goblins Fisherman Little Prince
Goblins Bats Wizard Tornado Fisherman
Bats Wizard Tornado
Bats Wizard
Wizard Goblins Bats Tornado
Tornado Fisherman
Wizard Goblins Bats Tornado Fisherman
Goblins Bats Wizard Tornado Fisherman Little Prince
Wizard Tornado Bats Fisherman Little Prince
Tornado Fisherman
Wizard Goblins Bats Fisherman Little Prince

Counters to secondary win conditions

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

Goblins Void Fisherman
Void Wizard Fisherman
Goblins Bats Fisherman
Bats Tornado Fisherman
Fisherman
Wizard Bats Tornado
Goblins Bats Void
Fisherman
Void Goblins Bats Tornado
Bats
Tornado Void
Wizard
Wizard
Goblins Bats Tornado Fisherman Little Prince
Bats 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.)

Void
Void Tornado Fisherman
Void
Void
Wizard
Wizard Bats Tornado
Wizard Tornado
Wizard Tornado
Void Wizard Tornado Fisherman
Goblins Bats Tornado Void Fisherman
Void Wizard Tornado Fisherman
Void Wizard Tornado
Void Fisherman
Void Fisherman
Fisherman
Wizard
Wizard
Tornado
Bats Fisherman
Void Wizard Fisherman
Wizard Tornado Little Prince
Void
Wizard Tornado Void
Void Tornado Fisherman
Void
Tornado Wizard Little Prince
Fisherman
Void Wizard Tornado Fisherman
Void Wizard Tornado Fisherman
Void Tornado Fisherman
Bats Wizard Tornado Little Prince
Bats Wizard Void
Void
Void Wizard
Void
Wizard
Bats Void
Wizard Tornado
Void Wizard
Wizard
Void Tornado
Bats Tornado
Bats Tornado Void
Void Tornado Little Prince

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