My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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 Archers Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 Balloon Golem

Offensive cards

Win conditions

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

Balloon Golem

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.

Balloon

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.

Balloon Golem

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.

Balloon Golem

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 Guards Skeleton Army Balloon
Giant Snowball
Bats Archers Guards Skeleton Army Balloon
Zap
Bats Archers Inferno Tower Guards Skeleton Army Balloon
Barbarian Barrel
Archers Inferno Tower Guards Skeleton Army
The Log
Archers Guards Skeleton Army
Earthquake
Archers Inferno Tower Guards Skeleton Army
Arrows
Bats Archers Guards Skeleton Army
Royal Delivery
Bats Archers Guards Skeleton Army Balloon
Fireball
Archers Inferno Tower Skeleton Army Balloon
Poison
Bats Archers Inferno Tower Guards Skeleton Army Balloon
Lightning
Inferno Tower Balloon
Rocket
Inferno Tower Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Inferno Tower Guards Skeleton Army Golem

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.

Skeleton Army

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.

Bats Zap Archers Guards Skeleton Army Inferno Tower Balloon Golem

Shortest cycle

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

10 Bats Zap Archers Guards

Attack Synergies 2 8

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
Balloon Zap Golem
Zap
Balloon Bats Archers Guards Golem
Archers
Zap Balloon Golem
Inferno Tower
Guards
Zap
Skeleton Army
Balloon
Bats Zap Archers Golem
Golem
Bats Zap Archers Balloon

Defense Synergies 2 10

Bats
Zap Inferno Tower
Zap
Bats Archers Inferno Tower Guards Skeleton Army
Archers
Zap Inferno Tower Guards Skeleton Army
Inferno Tower
Guards Skeleton Army Bats Zap Archers
Guards
Inferno Tower Zap Archers Skeleton Army
Skeleton Army
Inferno Tower Zap Archers Guards
Balloon
Golem

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 Inferno Tower
Inferno Tower Skeleton Army Bats Zap
Inferno Tower Skeleton Army Bats Archers
Inferno Tower Skeleton Army Bats Guards
Skeleton Army
Skeleton Army Bats Zap Archers Guards
Bats Inferno Tower Zap Archers
Zap Inferno Tower
Inferno Tower Skeleton Army
Guards Skeleton Army Archers Inferno Tower
Bats Archers Guards Skeleton Army Zap
Inferno Tower Bats Zap Archers
Inferno Tower Skeleton Army Bats Zap Guards
Skeleton Army Bats Zap Guards
Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Zap
Bats Inferno Tower Skeleton Army
Bats Zap Archers Guards Skeleton Army
Zap Bats Archers Guards
Inferno Tower
Skeleton Army Bats Archers Guards

Counters to secondary win conditions

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

Guards Skeleton Army Zap Archers Inferno Tower
Zap Archers
Guards Skeleton Army Bats Zap Inferno Tower
Guards Skeleton Army Bats Zap Inferno Tower
Inferno Tower Guards Skeleton Army
Bats Zap Archers
Guards Skeleton Army Bats Archers Inferno Tower
Inferno Tower Skeleton Army
Zap Bats Inferno Tower Skeleton Army
Inferno Tower Guards Skeleton Army
Bats Inferno Tower Guards
Skeleton Army Zap Guards
Skeleton Army Inferno Tower Guards
Archers Skeleton Army
Inferno Tower Guards Skeleton Army Bats Zap Archers
Bats Zap Archers Inferno Tower

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.)

Guards
Zap
Guards
Zap
Bats Zap
Archers
Zap
Zap
Bats Guards
Zap
Zap Archers
Zap
Zap
Bats
Zap Archers
Zap
Zap
Zap
Zap
Zap
Zap
Bats Zap Archers
Zap Bats Guards
Zap
Zap
Zap Bats Archers Guards Skeleton Army
Zap Archers
Zap
Zap
Zap Bats Guards
Bats Zap
Zap

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