My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing one of these:

Let's fix it!

Let's fix it!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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 Tesla Inferno Tower

Defensive buildings

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

Tesla 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 Tesla Royal Giant Elixir Collector

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows

Punishments

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

Royal Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Royal Giant

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 Royal Giant
Giant Snowball
Bats
Zap
Bats Royal Giant Inferno Tower
Barbarian Barrel
Tesla Inferno Tower
The Log
Royal Giant
Earthquake
Tesla Inferno Tower Elixir Collector
Arrows
Bats
Royal Delivery
Bats
Fireball
Tesla Inferno Tower Elixir Collector
Poison
Bats Inferno Tower Elixir Collector
Lightning
Tesla Inferno Tower Elixir Collector
Rocket
Inferno Tower Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Arrows Inferno Tower Elixir Collector

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.

Royal Giant

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Zap Arrows Tesla Inferno Tower Royal Giant Elixir Collector

Shortest cycle

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

7 Mirror Bats Zap Arrows

Attack Synergies 5 3

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
Royal Giant Zap
Zap
Arrows Mirror Bats Royal Giant
Arrows
Zap Royal Giant Mirror
Tesla
Royal Giant
Bats Arrows Zap Mirror
Inferno Tower
Elixir Collector
Mirror
Zap Arrows Royal Giant

Defense Synergies 3 10

Bats
Zap Tesla Inferno Tower
Zap
Mirror Bats Arrows Tesla Inferno Tower
Arrows
Mirror Zap Tesla Inferno Tower
Tesla
Mirror Bats Zap Arrows Inferno Tower
Royal Giant
Inferno Tower
Bats Zap Arrows Tesla Mirror
Elixir Collector
Mirror
Zap Arrows Tesla Inferno Tower

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 Tesla Inferno Tower
Inferno Tower Bats Zap Tesla
Tesla Inferno Tower Bats
Tesla Inferno Tower Bats
Arrows
Arrows Bats Zap Tesla
Bats Tesla Inferno Tower Zap Arrows
Zap Arrows Tesla Inferno Tower
Tesla Inferno Tower
Tesla Inferno Tower
Bats Zap Arrows Tesla
Arrows Tesla Inferno Tower Bats Zap
Tesla Inferno Tower Bats Zap
Bats Zap Arrows Tesla
Inferno Tower Tesla
Inferno Tower Zap Tesla
Tesla Bats Arrows Inferno Tower
Arrows Tesla Bats Zap
Zap Arrows Bats Tesla
Tesla Inferno Tower
Bats Arrows Tesla

Counters to secondary win conditions

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

Zap Tesla Inferno Tower
Zap Arrows Tesla
Bats Zap Inferno Tower
Bats Zap Tesla Inferno Tower
Inferno Tower Tesla
Arrows Bats Zap Tesla
Bats Tesla Inferno Tower
Inferno Tower Tesla
Zap Bats Inferno Tower
Inferno Tower Tesla
Bats Tesla Inferno Tower
Zap Arrows
Tesla Inferno Tower
Tesla
Tesla Inferno Tower Bats Zap
Bats Arrows Zap Tesla Inferno Tower

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
Arrows Zap
Arrows
Arrows
Zap Arrows
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Zap
Zap Arrows
Zap Arrows
Bats Zap Arrows
Zap Bats
Zap Arrows
Zap Arrows
Arrows
Zap Bats
Zap Arrows
Arrows
Arrows Zap
Zap Arrows
Zap Bats
Bats Zap
Zap

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