My Best Clash Royale Deck

Deck Check Rating

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

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 ground units!

You don't have any ground unit. You need those to stop or distract certain ground units. You may have problems dealing with these cards:

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 Baby Dragon Electro 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 Electro Dragon Lava Hound

Offensive cards

Win conditions

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

Balloon Lava Hound

Damage spells

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

Zap Tornado

Punishments

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

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.

Baby Dragon Balloon Lava Hound

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.

Balloon 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
Bats Clone Balloon Lava Hound
Giant Snowball
Bats Clone Baby Dragon Balloon Electro Dragon Lava Hound
Zap
Bats Clone Balloon Lava Hound
Barbarian Barrel
Clone
The Log
Clone
Earthquake
Clone
Arrows
Bats Clone Lava Hound
Royal Delivery
Bats Clone Baby Dragon Balloon Electro Dragon Lava Hound
Fireball
Clone Baby Dragon Balloon Electro Dragon Lava Hound
Poison
Bats Clone Balloon Electro Dragon Lava Hound
Lightning
Baby Dragon Balloon Electro Dragon
Rocket
Balloon Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Baby Dragon 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 Clone Tornado 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Clone Tornado Baby Dragon Balloon Electro Dragon Lava Hound

Shortest cycle

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

10 Bats Zap Clone Tornado

Attack Synergies 10 12

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
Balloon Lava Hound Zap Clone Baby Dragon
Zap
Tornado Balloon Bats Baby Dragon Electro Dragon Lava Hound
Clone
Balloon Lava Hound Bats Baby Dragon
Tornado
Zap Baby Dragon Balloon Electro Dragon
Baby Dragon
Tornado Lava Hound Bats Zap Clone Balloon Electro Dragon
Balloon
Bats Zap Clone Lava Hound Tornado Baby Dragon Electro Dragon
Electro Dragon
Lava Hound Zap Tornado Baby Dragon Balloon
Lava Hound
Bats Clone Baby Dragon Balloon Electro Dragon Zap

Defense Synergies 0 8

Bats
Zap Baby Dragon
Zap
Bats Tornado Baby Dragon Electro Dragon
Clone
Tornado
Zap Baby Dragon Electro Dragon
Baby Dragon
Bats Zap Tornado Electro Dragon
Balloon
Electro Dragon
Zap Tornado Baby Dragon
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 Baby Dragon Electro Dragon
Bats Zap Electro Dragon
Tornado Bats Electro Dragon
Bats Electro Dragon
Tornado
Tornado Bats Zap Baby Dragon Electro Dragon
Bats Tornado Zap Baby Dragon Electro Dragon
Zap Baby Dragon Electro Dragon
Tornado
Tornado
Bats Zap Tornado Baby Dragon Electro Dragon
Bats Zap Tornado Baby Dragon Electro Dragon
Bats Zap Electro Dragon
Bats Zap Tornado Baby Dragon Electro Dragon
Tornado Zap
Bats Tornado Electro Dragon
Bats Zap Tornado Baby Dragon Electro Dragon
Zap Tornado Baby Dragon Bats Electro Dragon
Tornado
Bats Baby Dragon Electro Dragon

Counters to secondary win conditions

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

Zap
Zap Baby Dragon Electro Dragon
Bats Zap Electro Dragon
Bats Zap Tornado
Bats Zap Tornado Baby Dragon Electro Dragon
Bats
Zap Electro Dragon Bats Tornado Baby Dragon
Bats Electro Dragon
Zap Tornado
Baby Dragon Electro Dragon
Electro Dragon Bats Zap Tornado Baby Dragon
Bats Zap Baby Dragon Electro 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.)

Baby Dragon Electro Dragon
Zap Tornado Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Zap Baby Dragon
Bats Zap Tornado Baby Dragon Electro Dragon
Tornado Baby Dragon
Zap Tornado Baby Dragon Electro Dragon
Zap Tornado Electro Dragon
Bats Tornado Electro Dragon
Zap Tornado Electro Dragon
Zap Tornado Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Zap Baby Dragon
Zap Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Tornado
Bats
Zap Baby Dragon Electro Dragon
Zap Tornado Baby Dragon Electro Dragon
Baby Dragon
Tornado
Tornado
Zap Baby Dragon Electro Dragon
Zap Tornado Baby Dragon Electro Dragon
Zap Tornado Baby Dragon Electro Dragon
Zap Tornado Baby Dragon Electro Dragon
Zap Tornado Baby Dragon
Bats Zap Tornado Baby Dragon Electro Dragon
Zap Electro Dragon Bats
Zap Electro Dragon
Zap Electro Dragon
Zap Bats Electro Dragon
Zap Tornado Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Zap Baby Dragon Electro Dragon
Zap Tornado
Electro Dragon
Zap Electro Dragon Bats Tornado Baby Dragon
Bats Zap Tornado Electro Dragon
Electro Dragon Zap Tornado Baby Dragon

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