My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Inferno Tower Baby Dragon Electro Wizard

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 Elixir Collector Baby Dragon Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Fireball

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Fireball Elixir Collector Goblin Barrel

Dropped at the bridge

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

Baby Dragon Mega Knight

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.

Goblin Barrel 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 Goblin Barrel
Giant Snowball
Bats Goblin Barrel Baby Dragon
Zap
Bats Inferno Tower Goblin Barrel
Barbarian Barrel
Inferno Tower Goblin Barrel Electro Wizard
The Log
Goblin Barrel
Earthquake
Inferno Tower Elixir Collector Goblin Barrel
Arrows
Bats Goblin Barrel
Royal Delivery
Bats Goblin Barrel Baby Dragon Electro Wizard
Fireball
Inferno Tower Elixir Collector Goblin Barrel Baby Dragon Electro Wizard
Poison
Bats Inferno Tower Elixir Collector Electro Wizard
Lightning
Inferno Tower Elixir Collector Baby Dragon Electro Wizard
Rocket
Inferno Tower Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon Mega Knight

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 Inferno Tower Elixir Collector Baby Dragon Mega Knight

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.

Fireball Goblin Barrel

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.

Fireball Goblin Barrel 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Goblin Barrel Fireball Baby Dragon Electro Wizard Inferno Tower Elixir Collector Mega Knight

Shortest cycle

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

13 Bats Goblin Barrel Fireball Baby Dragon

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
Mega Knight Goblin Barrel Baby Dragon
Fireball
Baby Dragon Electro Wizard Mega Knight
Inferno Tower
Elixir Collector
Goblin Barrel
Bats Baby Dragon Mega Knight
Baby Dragon
Bats Fireball Goblin Barrel Electro Wizard Mega Knight
Electro Wizard
Fireball Baby Dragon Mega Knight
Mega Knight
Bats Fireball Goblin Barrel Baby Dragon Electro Wizard

Defense Synergies 1 11

Bats
Inferno Tower Baby Dragon Electro Wizard Mega Knight
Fireball
Inferno Tower Electro Wizard Mega Knight
Inferno Tower
Electro Wizard Bats Fireball Baby Dragon Mega Knight
Elixir Collector
Goblin Barrel
Baby Dragon
Bats Inferno Tower Mega Knight
Electro Wizard
Inferno Tower Bats Fireball Mega Knight
Mega Knight
Bats Fireball Inferno Tower Baby Dragon 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.

Fireball Inferno Tower Baby Dragon Electro Wizard
Inferno Tower Bats Electro Wizard Mega Knight
Inferno Tower Mega Knight Bats Electro Wizard
Inferno Tower Bats Electro Wizard Mega Knight
Fireball Mega Knight
Fireball Bats Baby Dragon Electro Wizard Mega Knight
Bats Inferno Tower Electro Wizard Fireball Baby Dragon
Fireball Inferno Tower Baby Dragon Electro Wizard Mega Knight
Inferno Tower
Inferno Tower Electro Wizard Mega Knight
Bats Electro Wizard Fireball Baby Dragon Mega Knight
Inferno Tower Bats Fireball Baby Dragon Electro Wizard
Inferno Tower Mega Knight Bats Fireball Electro Wizard
Fireball Mega Knight Bats Baby Dragon Electro Wizard
Inferno Tower Electro Wizard Mega Knight
Inferno Tower Fireball Electro Wizard Mega Knight
Mega Knight Bats Fireball Inferno Tower Electro Wizard
Fireball Mega Knight Bats Baby Dragon Electro Wizard
Baby Dragon Bats Fireball Electro Wizard Mega Knight
Inferno Tower Electro Wizard
Mega Knight Bats Fireball Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Mega Knight Fireball Inferno Tower Electro Wizard
Fireball Electro Wizard Baby Dragon Mega Knight
Mega Knight Bats Inferno Tower Electro Wizard
Mega Knight Bats Fireball Inferno Tower Electro Wizard
Inferno Tower Mega Knight
Fireball Bats Baby Dragon Electro Wizard
Bats Fireball Inferno Tower Electro Wizard
Inferno Tower Mega Knight
Electro Wizard Mega Knight Bats Fireball Inferno Tower Baby Dragon
Inferno Tower
Mega Knight Bats Inferno Tower
Mega Knight Fireball Electro Wizard
Mega Knight Fireball Inferno Tower
Fireball Baby Dragon Mega Knight
Inferno Tower Electro Wizard Bats Fireball Baby Dragon
Bats Mega Knight Fireball Inferno Tower Baby Dragon Electro 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.)

Fireball Baby Dragon
Fireball Baby Dragon Electro Wizard
Fireball Baby Dragon
Fireball
Fireball Baby Dragon Mega Knight
Fireball Bats Baby Dragon
Baby Dragon
Fireball Baby Dragon
Fireball
Bats Fireball Electro Wizard
Fireball Electro Wizard
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Mega Knight
Fireball
Bats
Fireball Baby Dragon Electro Wizard Mega Knight
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon Mega Knight
Fireball
Fireball Baby Dragon
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon Electro Wizard
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon
Bats Fireball Baby Dragon Electro Wizard
Electro Wizard Bats Fireball
Fireball
Fireball Mega Knight
Fireball Electro Wizard
Mega Knight
Fireball
Electro Wizard Bats Fireball
Fireball Baby Dragon Electro Wizard
Fireball
Fireball Baby Dragon Electro Wizard Mega Knight
Fireball Baby Dragon
Fireball
Mega Knight
Bats Fireball Baby Dragon Electro Wizard
Bats Fireball Electro Wizard
Fireball Baby Dragon Electro Wizard Mega Knight

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