My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Godly!
Versatility
Good
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 Baby 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 Baby Dragon Balloon

Offensive cards

Win conditions

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

Hog Rider Balloon

Damage spells

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

Zap Arrows Rage

Punishments

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

Hog Rider 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.

Hog Rider Baby Dragon Balloon

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.

Hog Rider Balloon

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 Hog Rider Guards Balloon
Giant Snowball
Bats Hog Rider Guards Baby Dragon Balloon
Zap
Bats Guards Balloon
Barbarian Barrel
Guards
The Log
Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Bats Guards
Royal Delivery
Bats Hog Rider Guards Baby Dragon Balloon
Fireball
Hog Rider Baby Dragon Balloon
Poison
Bats Guards Balloon
Lightning
Baby Dragon Balloon
Rocket
Hog Rider Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Baby Dragon

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 Guards Baby Dragon

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 Rage Arrows Guards Hog Rider Baby Dragon Balloon

Shortest cycle

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

9 Bats Zap Rage Arrows

Attack Synergies 9 9

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
Hog Rider Balloon Zap Rage Baby Dragon
Zap
Arrows Hog Rider Balloon Bats Guards Baby Dragon
Arrows
Zap Hog Rider Balloon
Hog Rider
Bats Zap Arrows Rage Guards Baby Dragon Balloon
Rage
Hog Rider Balloon Bats
Guards
Zap Hog Rider
Baby Dragon
Bats Zap Hog Rider Balloon
Balloon
Bats Zap Arrows Rage Hog Rider Baby Dragon

Defense Synergies 0 6

Bats
Zap Baby Dragon
Zap
Bats Arrows Guards Baby Dragon
Arrows
Zap
Hog Rider
Rage
Guards
Zap Baby Dragon
Baby Dragon
Bats Zap Guards
Balloon

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 Baby Dragon
Bats Zap
Bats
Bats Guards
Arrows
Arrows Bats Zap Guards Baby Dragon
Bats Zap Arrows Baby Dragon
Zap Arrows Baby Dragon
Guards
Bats Guards Zap Arrows Baby Dragon
Arrows Bats Zap Baby Dragon
Bats Zap Guards
Bats Zap Arrows Guards Baby Dragon
Zap
Bats Arrows
Arrows Bats Zap Guards Baby Dragon
Zap Arrows Baby Dragon Bats Guards
Bats Arrows Guards Baby Dragon

Counters to secondary win conditions

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

Guards Zap
Zap Arrows Baby Dragon
Guards Bats Zap
Guards Bats Zap
Guards
Arrows Bats Zap Baby Dragon
Guards Bats
Zap Bats Baby Dragon
Guards
Bats Guards
Zap Arrows Guards
Guards
Baby Dragon
Guards Bats Zap Baby Dragon
Bats Arrows Zap Baby 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 Guards Baby Dragon
Arrows Zap Baby Dragon
Arrows Baby Dragon
Arrows Guards
Zap Arrows Baby Dragon
Arrows Bats Zap Baby Dragon
Arrows Baby Dragon
Arrows Zap Baby Dragon
Arrows Zap
Bats Guards
Zap Arrows
Zap Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Bats
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon
Baby Dragon
Arrows
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon
Arrows Zap Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon
Bats Zap Arrows Baby Dragon
Zap Bats Guards
Zap Arrows
Zap Arrows
Arrows
Zap Bats Guards
Zap Arrows Baby Dragon
Arrows
Baby Dragon
Arrows Zap Baby Dragon
Zap Arrows
Zap Bats Guards Baby Dragon
Bats Zap
Zap Baby Dragon

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