My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Minions Wizard

Defensive buildings

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

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tombstone Wizard Golem

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.

Zap Freeze

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.

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

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 Minions Clone
Giant Snowball
Bats Minions Tombstone Clone
Zap
Bats Minions Tombstone Clone
Barbarian Barrel
Tombstone Wizard Clone
The Log
Tombstone Clone
Earthquake
Tombstone Clone
Arrows
Bats Minions Tombstone Clone
Royal Delivery
Bats Minions Wizard Clone
Fireball
Minions Tombstone Wizard Clone
Poison
Bats Minions Tombstone Wizard Clone
Lightning
Tombstone Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Freeze

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 Tombstone Clone Freeze Golem

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.

Minions 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 Zap Minions Tombstone Clone Freeze Wizard Golem

Shortest cycle

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

10 Bats Zap Minions Tombstone

Attack Synergies 1 10

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
Zap Minions Clone Golem
Zap
Bats Minions Freeze Golem
Minions
Bats Zap Clone Golem
Tombstone
Wizard
Golem
Clone
Golem Bats Minions
Freeze
Zap
Golem
Clone Bats Zap Minions Wizard

Defense Synergies 0 9

Bats
Zap Minions Freeze
Zap
Bats Minions Tombstone
Minions
Bats Zap Tombstone Freeze
Tombstone
Zap Minions Wizard
Wizard
Tombstone Freeze
Clone
Freeze
Bats Minions Wizard
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 Minions Tombstone Wizard
Bats Zap Minions Tombstone
Bats Minions Tombstone Freeze
Bats Minions Tombstone
Tombstone
Freeze Bats Zap Minions
Bats Minions Zap Tombstone Wizard Freeze
Zap
Minions Tombstone
Bats Minions Zap Tombstone Wizard Freeze
Minions Bats Zap Wizard
Tombstone Bats Zap Minions Wizard Freeze
Wizard Bats Zap Minions Tombstone Freeze
Tombstone
Zap Freeze
Wizard Bats Minions Tombstone
Tombstone Bats Zap Minions Wizard
Zap Wizard Freeze Bats Minions Tombstone
Wizard Bats Minions

Counters to secondary win conditions

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

Zap Tombstone
Zap Wizard
Tombstone Bats Zap Minions
Bats Zap
Tombstone
Wizard Bats Zap Minions Freeze
Bats Minions Tombstone
Zap Freeze Bats Minions Tombstone
Tombstone
Bats Minions Tombstone
Zap
Tombstone Wizard
Wizard
Tombstone Bats Zap Minions Freeze
Bats Minions Zap Wizard Freeze

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.)

Freeze
Zap
Freeze
Wizard Zap
Wizard Bats Zap Minions Freeze
Wizard
Zap Wizard Freeze
Zap Wizard
Bats Minions
Zap Wizard
Zap Wizard
Minions Freeze
Zap
Zap Wizard
Wizard
Freeze
Bats Minions
Zap Wizard
Zap Wizard
Minions
Wizard
Zap
Zap Freeze Wizard
Zap Wizard
Zap Wizard
Zap
Bats Zap Wizard
Zap Bats Minions Wizard Freeze
Zap Wizard
Zap Freeze
Wizard
Zap Bats Minions Tombstone Freeze
Zap Wizard
Freeze
Wizard
Zap Wizard
Zap
Zap Bats Minions Freeze
Bats Zap
Zap Freeze

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