My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Flying Machine 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 Flying Machine Baby Dragon Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Zap

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.

Barbarians Flying Machine Baby Dragon Lava Hound

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 Guards Clone Lava Hound
Giant Snowball
Bats Barbarians Flying Machine Guards Clone Baby Dragon Lava Hound
Zap
Bats Flying Machine Guards Clone Lava Hound
Barbarian Barrel
Barbarians Guards Clone
The Log
Barbarians Guards Clone
Earthquake
Barbarians Guards Clone
Arrows
Bats Flying Machine Guards Clone Lava Hound
Royal Delivery
Bats Barbarians Flying Machine Guards Clone Baby Dragon Lava Hound
Fireball
Barbarians Flying Machine Clone Baby Dragon Lava Hound
Poison
Bats Barbarians Flying Machine Guards Clone Lava Hound
Lightning
Baby Dragon
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Guards Clone Baby 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.

Barbarians Lava Hound

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 Guards Clone Flying Machine Baby Dragon Barbarians Lava Hound

Shortest cycle

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

10 Bats Zap Guards Clone

Attack Synergies 4 13

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
Lava Hound Zap Flying Machine Clone Baby Dragon
Zap
Bats Flying Machine Guards Baby Dragon Lava Hound
Barbarians
Flying Machine
Lava Hound Bats Zap Clone Baby Dragon
Guards
Zap Clone Lava Hound
Clone
Lava Hound Bats Flying Machine Guards Baby Dragon
Baby Dragon
Lava Hound Bats Zap Flying Machine Clone
Lava Hound
Bats Flying Machine Clone Baby Dragon Zap Guards

Defense Synergies 0 9

Bats
Zap Baby Dragon
Zap
Bats Barbarians Flying Machine Guards Baby Dragon
Barbarians
Zap
Flying Machine
Zap Guards Baby Dragon
Guards
Zap Flying Machine Baby Dragon
Clone
Baby Dragon
Bats Zap Flying Machine Guards
Lava Hound

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 Flying Machine Baby Dragon
Barbarians Bats Zap Flying Machine
Barbarians Bats
Barbarians Bats Guards
Barbarians
Bats Zap Flying Machine Guards Baby Dragon
Bats Zap Flying Machine Baby Dragon
Zap Barbarians Flying Machine Baby Dragon
Barbarians
Guards Barbarians
Bats Barbarians Guards Zap Flying Machine Baby Dragon
Bats Zap Flying Machine Baby Dragon
Barbarians Bats Zap Flying Machine Guards
Bats Zap Barbarians Guards Baby Dragon
Barbarians
Barbarians Zap
Barbarians Bats
Bats Zap Barbarians Flying Machine Guards Baby Dragon
Zap Baby Dragon Bats Barbarians Flying Machine Guards
Barbarians
Bats Barbarians Flying Machine Guards Baby Dragon

Counters to secondary win conditions

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

Barbarians Guards Zap
Zap Flying Machine Baby Dragon
Barbarians Guards Bats Zap
Guards Bats Zap Barbarians
Barbarians Guards
Bats Zap Flying Machine Baby Dragon
Guards Bats Barbarians Flying Machine
Barbarians
Zap Bats Barbarians Flying Machine Baby Dragon
Barbarians Guards
Bats Barbarians Flying Machine Guards
Zap Barbarians Guards
Barbarians Guards
Barbarians Flying Machine Baby Dragon
Barbarians Guards Bats Zap Flying Machine Baby Dragon
Bats Zap Barbarians Flying Machine 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.)

Flying Machine Guards Baby Dragon
Zap Flying Machine Baby Dragon
Flying Machine Baby Dragon
Barbarians Flying Machine Guards
Zap Baby Dragon
Bats Zap Flying Machine Baby Dragon
Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Zap Flying Machine
Bats Guards
Zap Flying Machine
Zap Flying Machine Baby Dragon
Flying Machine Baby Dragon
Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Flying Machine Baby Dragon
Bats
Zap Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Baby Dragon
Zap Barbarians Flying Machine Baby Dragon
Zap Baby Dragon
Zap Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Zap Baby Dragon
Bats Zap Flying Machine Baby Dragon
Zap Bats Flying Machine Guards
Zap
Zap
Zap Bats Barbarians Flying Machine Guards
Zap Flying Machine Baby Dragon
Flying Machine Baby Dragon
Zap Flying Machine Baby Dragon
Zap
Flying Machine
Zap Bats Flying Machine Guards Baby Dragon
Bats Zap Flying Machine
Zap Flying Machine Baby Dragon

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