My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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 Archers Electro Wizard Inferno 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 Archers Elixir Collector Golem Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Barbarians 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.

Golem 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 Inferno Dragon
Giant Snowball
Bats Archers Barbarians Inferno Dragon
Zap
Bats Archers Inferno Dragon
Barbarian Barrel
Archers Barbarians Electro Wizard
The Log
Archers Barbarians
Earthquake
Archers Barbarians Elixir Collector
Arrows
Bats Archers
Royal Delivery
Bats Archers Barbarians Electro Wizard Inferno Dragon
Fireball
Archers Barbarians Elixir Collector Electro Wizard Inferno Dragon
Poison
Bats Archers Barbarians Elixir Collector Electro Wizard
Lightning
Elixir Collector Electro Wizard Inferno Dragon
Rocket
Barbarians Elixir Collector Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Elixir Collector Golem Inferno 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 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 Archers Arrows Electro Wizard Inferno Dragon Barbarians Elixir Collector Golem

Shortest cycle

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

12 Bats Archers Arrows Electro Wizard

Attack Synergies 1 6

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
Golem Inferno Dragon
Archers
Arrows Golem Inferno Dragon
Arrows
Golem Archers
Barbarians
Elixir Collector
Golem
Arrows Bats Archers Electro Wizard
Electro Wizard
Golem
Inferno Dragon
Bats Archers

Defense Synergies 0 5

Bats
Electro Wizard Inferno Dragon
Archers
Electro Wizard
Arrows
Barbarians
Barbarians
Arrows
Elixir Collector
Golem
Electro Wizard
Bats Archers Inferno Dragon
Inferno Dragon
Bats Electro Wizard

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.

Electro Wizard
Barbarians Inferno Dragon Bats Electro Wizard
Barbarians Bats Archers Electro Wizard Inferno Dragon
Barbarians Inferno Dragon Bats Electro Wizard
Arrows Barbarians
Arrows Bats Archers Electro Wizard
Bats Electro Wizard Inferno Dragon Archers Arrows
Arrows Barbarians Electro Wizard
Barbarians Inferno Dragon
Archers Barbarians Electro Wizard
Bats Archers Barbarians Electro Wizard Arrows
Arrows Inferno Dragon Bats Archers Electro Wizard
Barbarians Bats Electro Wizard
Bats Arrows Barbarians Electro Wizard
Barbarians Inferno Dragon Electro Wizard
Barbarians Electro Wizard Inferno Dragon
Barbarians Bats Arrows Electro Wizard
Arrows Bats Archers Barbarians Electro Wizard
Arrows Bats Archers Barbarians Electro Wizard Inferno Dragon
Barbarians Electro Wizard Inferno Dragon
Bats Archers Arrows Barbarians Electro Wizard

Counters to secondary win conditions

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

Barbarians Archers Electro Wizard
Electro Wizard Archers Arrows Inferno Dragon
Barbarians Bats Electro Wizard
Bats Barbarians Electro Wizard
Barbarians Inferno Dragon
Arrows Bats Archers Electro Wizard
Bats Archers Barbarians Electro Wizard
Barbarians Inferno Dragon
Electro Wizard Bats Barbarians Inferno Dragon
Barbarians Inferno Dragon
Inferno Dragon Bats Barbarians
Arrows Barbarians Electro Wizard
Barbarians
Archers Barbarians
Barbarians Electro Wizard Bats Archers Inferno Dragon
Bats Arrows Archers Barbarians Electro Wizard Inferno 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
Arrows Electro Wizard
Arrows
Arrows Barbarians
Arrows
Arrows Bats
Archers Arrows
Arrows
Arrows
Bats Electro Wizard
Arrows Electro Wizard
Archers Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Bats
Archers Arrows Electro Wizard
Arrows
Arrows
Arrows Barbarians
Arrows
Inferno Dragon
Arrows Electro Wizard
Arrows
Arrows
Bats Archers Arrows Electro Wizard
Electro Wizard Bats
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Bats Archers Barbarians
Archers Arrows Electro Wizard
Arrows
Electro Wizard
Arrows
Arrows
Bats Electro Wizard
Bats Electro Wizard
Electro Wizard

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