My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Great!
Versatility
Godly!
F2P score
Bad

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!

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 Electro Dragon

Defensive buildings

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

X-Bow

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 Balloon Electro Dragon X-Bow

Offensive cards

Win conditions

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

Balloon X-Bow

Damage spells

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

Zap Rage

Punishments

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

Balloon X-Bow

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.

Flying Machine Baby Dragon Balloon X-Bow

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 Balloon
Giant Snowball
Bats Flying Machine Baby Dragon Balloon Electro Dragon
Zap
Bats Flying Machine Balloon X-Bow
Barbarian Barrel
X-Bow
The Log
X-Bow
Earthquake
X-Bow
Arrows
Bats Flying Machine
Royal Delivery
Bats Flying Machine Baby Dragon Balloon Electro Dragon
Fireball
Flying Machine Baby Dragon Balloon Electro Dragon X-Bow
Poison
Bats Flying Machine Balloon Electro Dragon X-Bow
Lightning
Baby Dragon Balloon Electro Dragon X-Bow
Rocket
Balloon Electro Dragon X-Bow

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Rage Baby Dragon

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Flying Machine Baby Dragon Balloon Electro Dragon X-Bow

Shortest cycle

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

10 Bats Zap Rage Flying Machine

Attack Synergies 4 16

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 Zap Flying Machine Rage Baby Dragon X-Bow
Zap
Balloon X-Bow Bats Flying Machine Baby Dragon Electro Dragon
Flying Machine
Bats Zap Baby Dragon Balloon Electro Dragon X-Bow
Rage
Balloon Bats Electro Dragon
Baby Dragon
Bats Zap Flying Machine Balloon Electro Dragon
Balloon
Bats Zap Rage Flying Machine Baby Dragon Electro Dragon
Electro Dragon
Zap Flying Machine Rage Baby Dragon Balloon
X-Bow
Zap Bats Flying Machine

Defense Synergies 0 10

Bats
Zap Baby Dragon X-Bow
Zap
Bats Flying Machine Baby Dragon Electro Dragon X-Bow
Flying Machine
Zap Baby Dragon Electro Dragon
Rage
Baby Dragon
Bats Zap Flying Machine Electro Dragon
Balloon
Electro Dragon
Zap Flying Machine Baby Dragon
X-Bow
Bats Zap

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 Electro Dragon X-Bow
Bats Zap Flying Machine Electro Dragon X-Bow
Bats Electro Dragon
Bats Electro Dragon
X-Bow
Bats Zap Flying Machine Baby Dragon Electro Dragon X-Bow
Bats Zap Flying Machine Baby Dragon Electro Dragon X-Bow
Zap Flying Machine Baby Dragon Electro Dragon X-Bow
X-Bow
Bats Zap Flying Machine Baby Dragon Electro Dragon X-Bow
Bats Zap Flying Machine Baby Dragon Electro Dragon
Bats Zap Flying Machine Electro Dragon X-Bow
Bats Zap Baby Dragon Electro Dragon X-Bow
X-Bow
Zap X-Bow
Bats Electro Dragon X-Bow
Bats Zap Flying Machine Baby Dragon Electro Dragon X-Bow
Zap Baby Dragon Bats Flying Machine Electro Dragon
Bats Flying Machine Baby Dragon Electro Dragon

Counters to secondary win conditions

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

Zap X-Bow
Zap Flying Machine Baby Dragon Electro Dragon X-Bow
Bats Zap Electro Dragon
Bats Zap X-Bow
Bats Zap Flying Machine Baby Dragon Electro Dragon
Bats Flying Machine
Zap Electro Dragon Bats Flying Machine Baby Dragon X-Bow
Bats Flying Machine Electro Dragon
Zap
Flying Machine Baby Dragon Electro Dragon
Electro Dragon Bats Zap Flying Machine Baby Dragon X-Bow
Bats Zap Flying Machine 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.)

Flying Machine Baby Dragon Electro Dragon X-Bow
Zap Flying Machine Baby Dragon Electro Dragon X-Bow
Flying Machine Baby Dragon Electro Dragon X-Bow
Flying Machine
Zap Baby Dragon
Bats Zap Flying Machine Baby Dragon Electro Dragon
Flying Machine Baby Dragon
X-Bow Zap Flying Machine Baby Dragon Electro Dragon
Zap Flying Machine Electro Dragon X-Bow
Bats Electro Dragon X-Bow
Zap Flying Machine Electro Dragon X-Bow
Zap Flying Machine Baby Dragon Electro Dragon
Flying Machine Baby Dragon
Flying Machine Baby Dragon Electro Dragon X-Bow
Zap Flying Machine Baby Dragon X-Bow
X-Bow Zap Flying Machine Baby Dragon Electro Dragon
Flying Machine Baby Dragon Electro Dragon X-Bow
Bats
Zap Flying Machine Baby Dragon Electro Dragon X-Bow
Zap Flying Machine Baby Dragon Electro Dragon X-Bow
Baby Dragon X-Bow
X-Bow
Zap Flying Machine Baby Dragon Electro Dragon X-Bow
Zap Baby Dragon Electro Dragon
X-Bow Zap Flying Machine Baby Dragon Electro Dragon
Zap Flying Machine Baby Dragon Electro Dragon X-Bow
Zap Baby Dragon X-Bow
Bats Zap Flying Machine Baby Dragon Electro Dragon X-Bow
Zap Electro Dragon Bats Flying Machine
Zap Electro Dragon X-Bow
Zap Electro Dragon
Zap Bats Flying Machine Electro Dragon X-Bow
Zap Flying Machine Baby Dragon Electro Dragon
Flying Machine Baby Dragon Electro Dragon
Zap Flying Machine Baby Dragon Electro Dragon
Zap
Flying Machine Electro Dragon
Zap Electro Dragon Bats Flying Machine Baby Dragon
Bats Zap Flying Machine Electro Dragon
Electro Dragon Zap Flying Machine Baby Dragon X-Bow

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: