My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Ice Golem Electro Wizard Inferno Dragon

Defensive buildings

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

Mortar

Investments

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

Bats Knight Ice Golem Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows The Log

Punishments

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

Mortar

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.

Knight Mortar Ice 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.

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 Inferno Dragon
Giant Snowball
Bats Inferno Dragon
Zap
Bats Mortar Inferno Dragon
Barbarian Barrel
Knight Mortar Electro Wizard
The Log
Earthquake
Mortar
Arrows
Bats
Royal Delivery
Bats Knight Electro Wizard Inferno Dragon
Fireball
Mortar Electro Wizard Inferno Dragon
Poison
Bats Mortar Electro Wizard
Lightning
Knight Mortar Ice Golem Electro Wizard Inferno Dragon
Rocket
Mortar Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Ice Golem The Log

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 Arrows Knight Ice 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.

Ice Golem 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Ice Golem The Log Arrows Knight Mortar Electro Wizard Inferno Dragon

Shortest cycle

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

9 Bats Ice Golem The Log Arrows

Attack Synergies 3 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
Knight Ice Golem Mortar Inferno Dragon
Arrows
Knight Mortar
Knight
Bats Mortar Arrows The Log Electro Wizard
Mortar
Knight Bats Arrows Ice Golem The Log
Ice Golem
Bats Mortar Electro Wizard
The Log
Knight Mortar
Electro Wizard
Knight Ice Golem
Inferno Dragon
Bats

Defense Synergies 2 20

Bats
Knight Mortar Ice Golem The Log Electro Wizard Inferno Dragon
Arrows
Knight Mortar Ice Golem
Knight
Bats Electro Wizard Arrows Mortar The Log
Mortar
Bats Arrows Knight Ice Golem The Log Electro Wizard Inferno Dragon
Ice Golem
Bats Arrows Mortar The Log Electro Wizard Inferno Dragon
The Log
Bats Knight Mortar Ice Golem Electro Wizard Inferno Dragon
Electro Wizard
Knight Bats Mortar Ice Golem The Log Inferno Dragon
Inferno Dragon
Bats Mortar Ice Golem The Log 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.

Knight Mortar Ice Golem The Log Electro Wizard
Inferno Dragon Bats Knight Mortar The Log Electro Wizard
Mortar Bats Knight Electro Wizard Inferno Dragon
Inferno Dragon Bats Knight Mortar Electro Wizard
Arrows The Log
Arrows The Log Bats Electro Wizard
Bats Electro Wizard Inferno Dragon Arrows Mortar
Arrows Ice Golem The Log Electro Wizard
Inferno Dragon Mortar
Knight Ice Golem Electro Wizard
Bats Electro Wizard Arrows Knight Ice Golem The Log
Arrows Inferno Dragon Bats Electro Wizard
Mortar Bats Knight The Log Electro Wizard
Bats Arrows Mortar The Log Electro Wizard
Inferno Dragon Knight Mortar Electro Wizard
Mortar The Log Electro Wizard Inferno Dragon
Bats Arrows Knight Mortar Electro Wizard
Arrows Mortar Bats Knight The Log Electro Wizard
Arrows Mortar The Log Bats Knight Ice Golem Electro Wizard Inferno Dragon
Mortar Electro Wizard Inferno Dragon
Bats Arrows Knight The Log Electro Wizard

Counters to secondary win conditions

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

Knight Ice Golem Electro Wizard
Electro Wizard Arrows Knight Mortar Ice Golem The Log Inferno Dragon
Bats Knight Ice Golem The Log Electro Wizard
Bats Knight Ice Golem The Log Electro Wizard
Knight Inferno Dragon
Arrows Bats Ice Golem Electro Wizard
Bats Knight Ice Golem Electro Wizard
Knight Inferno Dragon
Electro Wizard Bats Knight Mortar Ice Golem The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Bats Knight
Arrows The Log Electro Wizard
Knight Ice Golem
Electro Wizard Bats Knight Mortar Ice Golem The Log Inferno Dragon
Bats Arrows Ice Golem The Log 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 Knight Mortar Ice Golem The Log
Arrows Mortar The Log Electro Wizard
Arrows The Log
Arrows Knight Ice Golem The Log
Arrows Mortar The Log
Arrows Bats Ice Golem
Arrows Mortar The Log
Arrows The Log Ice Golem
Arrows The Log Mortar
Bats Electro Wizard
Arrows Knight Mortar The Log Electro Wizard
Arrows
Knight Mortar Ice Golem The Log
Arrows Mortar
Arrows Mortar Ice Golem The Log
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar
Bats
Arrows Mortar The Log Electro Wizard
Arrows Mortar The Log
The Log
Arrows
The Log
Arrows Mortar The Log
Arrows Ice Golem The Log Mortar
Inferno Dragon
Arrows Mortar The Log Electro Wizard
Arrows Mortar The Log
Arrows Mortar The Log
Bats Arrows Ice Golem Electro Wizard
Electro Wizard Bats
Arrows Mortar The Log
Arrows Electro Wizard
Arrows The Log
Electro Wizard Bats
Arrows Electro Wizard
Arrows The Log
Knight Electro Wizard
Arrows The Log Mortar Ice Golem
Arrows
Bats The Log Electro Wizard
Bats Electro Wizard
Mortar The Log Electro Wizard

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