My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Inferno Tower Electro Dragon Inferno Dragon

Defensive buildings

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

Inferno Tower Goblin Drill

Investments

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

Skeletons Bats Electro Dragon Inferno Dragon

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Zap Fireball

Pump responses

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

Fireball Goblin Drill

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 Drill Electro Dragon

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
Skeletons Bats Goblin Drill Inferno Dragon
Giant Snowball
Skeletons Bats Goblin Drill Electro Dragon Inferno Dragon
Zap
Skeletons Bats Inferno Tower Goblin Drill Inferno Dragon
Barbarian Barrel
Skeletons Inferno Tower Goblin Drill
The Log
Skeletons Goblin Drill
Earthquake
Skeletons Inferno Tower Goblin Drill
Arrows
Skeletons Bats Goblin Drill
Royal Delivery
Skeletons Bats Goblin Drill Electro Dragon Inferno Dragon
Fireball
Inferno Tower Goblin Drill Electro Dragon Inferno Dragon
Poison
Bats Inferno Tower Goblin Drill Electro Dragon
Lightning
Inferno Tower Electro Dragon Inferno Dragon
Rocket
Inferno Tower Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Electro 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 Inferno Tower Goblin Drill Inferno Dragon

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

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

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.

Skeletons Bats Zap Fireball Goblin Drill Inferno Dragon Inferno Tower Electro Dragon

Shortest cycle

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

9 Skeletons Bats Zap Fireball

Attack Synergies 2 5

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.

Skeletons
Bats
Zap Goblin Drill Inferno Dragon
Zap
Fireball Bats Electro Dragon
Fireball
Zap Goblin Drill
Inferno Tower
Goblin Drill
Fireball Bats
Electro Dragon
Zap Inferno Dragon
Inferno Dragon
Bats Electro Dragon

Defense Synergies 1 19

Skeletons
Bats Zap Inferno Tower Electro Dragon Inferno Dragon
Bats
Skeletons Zap Inferno Tower Goblin Drill Inferno Dragon
Zap
Fireball Skeletons Bats Inferno Tower Goblin Drill Electro Dragon Inferno Dragon
Fireball
Zap Inferno Tower Goblin Drill
Inferno Tower
Skeletons Bats Zap Fireball Goblin Drill Electro Dragon
Goblin Drill
Bats Zap Fireball Inferno Tower Electro Dragon
Electro Dragon
Skeletons Zap Inferno Tower Goblin Drill Inferno Dragon
Inferno Dragon
Skeletons Bats Zap Electro Dragon

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 Fireball Inferno Tower Electro Dragon
Inferno Tower Inferno Dragon Skeletons Bats Zap Goblin Drill Electro Dragon
Inferno Tower Skeletons Bats Goblin Drill Electro Dragon Inferno Dragon
Inferno Tower Inferno Dragon Skeletons Bats Goblin Drill Electro Dragon
Fireball
Fireball Skeletons Bats Zap Electro Dragon
Bats Inferno Tower Inferno Dragon Zap Fireball Electro Dragon
Zap Fireball Inferno Tower Electro Dragon
Inferno Tower Inferno Dragon Skeletons Goblin Drill
Skeletons Inferno Tower
Bats Skeletons Zap Fireball Goblin Drill Electro Dragon
Inferno Tower Inferno Dragon Bats Zap Fireball Electro Dragon
Inferno Tower Goblin Drill Skeletons Bats Zap Fireball Electro Dragon
Fireball Bats Zap Goblin Drill Electro Dragon
Inferno Tower Inferno Dragon Goblin Drill
Inferno Tower Zap Fireball Goblin Drill Inferno Dragon
Skeletons Bats Fireball Inferno Tower Goblin Drill Electro Dragon
Fireball Bats Zap Goblin Drill Electro Dragon
Zap Goblin Drill Bats Fireball Electro Dragon Inferno Dragon
Inferno Tower Goblin Drill Inferno Dragon
Bats Fireball Electro Dragon

Counters to secondary win conditions

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

Skeletons Zap Fireball Inferno Tower
Fireball Zap Electro Dragon Inferno Dragon
Skeletons Bats Zap Inferno Tower Electro Dragon
Bats Zap Fireball Inferno Tower
Inferno Tower Skeletons Goblin Drill Inferno Dragon
Fireball Skeletons Bats Zap Electro Dragon
Skeletons Bats Fireball Inferno Tower
Inferno Tower Inferno Dragon
Zap Electro Dragon Skeletons Bats Fireball Inferno Tower Inferno Dragon
Inferno Tower Skeletons Goblin Drill Inferno Dragon
Inferno Dragon Bats Inferno Tower Electro Dragon
Zap Fireball
Skeletons Fireball Inferno Tower
Fireball Electro Dragon
Inferno Tower Electro Dragon Skeletons Bats Zap Fireball Goblin Drill Inferno Dragon
Bats Zap Fireball Inferno Tower Electro Dragon 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.)

Fireball Goblin Drill Electro Dragon
Fireball Zap Electro Dragon
Fireball Goblin Drill Electro Dragon
Fireball
Fireball Zap
Fireball Bats Zap Electro Dragon
Fireball Zap Electro Dragon
Fireball Zap Electro Dragon
Bats Fireball Electro Dragon
Zap Fireball Electro Dragon
Fireball Zap Electro Dragon
Fireball
Fireball Electro Dragon
Zap Fireball
Zap Fireball Goblin Drill Electro Dragon
Fireball Electro Dragon
Fireball
Bats
Zap Fireball Electro Dragon
Zap Fireball Electro Dragon
Fireball
Fireball
Zap Fireball Goblin Drill Electro Dragon
Zap Fireball Electro Dragon
Inferno Dragon
Fireball Zap Electro Dragon
Fireball Zap Electro Dragon
Fireball Zap
Bats Zap Fireball Electro Dragon
Zap Electro Dragon Bats Fireball
Fireball
Zap Fireball Electro Dragon
Zap Fireball Electro Dragon
Fireball
Zap Bats Fireball Electro Dragon
Fireball Zap Electro Dragon
Fireball
Fireball Electro Dragon
Zap Fireball Electro Dragon
Zap Fireball
Electro Dragon
Zap Electro Dragon Bats Fireball
Bats Zap Fireball Electro Dragon
Electro Dragon Zap Fireball

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