My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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 Archers Tesla Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Bats Archers Knight Tesla Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows Rocket

Pump responses

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

Rocket

Dropped at the bridge

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

Knight

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.

Electro Wizard

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 Archers
Giant Snowball
Bats Archers
Zap
Bats Archers
Barbarian Barrel
Archers Knight Tesla Electro Wizard
The Log
Archers
Earthquake
Archers Tesla
Arrows
Bats Archers
Royal Delivery
Bats Archers Knight Electro Wizard
Fireball
Archers Tesla Electro Wizard
Poison
Bats Archers Electro Wizard
Lightning
Knight Tesla Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Rocket

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 Knight Rocket

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.

Electro Wizard

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.

Bats Zap Archers Arrows Knight Tesla Electro Wizard Rocket

Shortest cycle

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

10 Bats Zap Archers Arrows

Attack Synergies 4 6

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
Knight Zap
Zap
Arrows Electro Wizard Bats Archers Knight
Archers
Knight Zap Arrows
Arrows
Zap Archers Knight
Knight
Bats Archers Zap Arrows Electro Wizard
Tesla
Rocket
Electro Wizard
Zap Knight

Defense Synergies 5 12

Bats
Knight Zap Tesla Electro Wizard
Zap
Electro Wizard Bats Archers Arrows Knight Tesla
Archers
Knight Zap Tesla Electro Wizard
Arrows
Zap Knight Tesla
Knight
Bats Archers Tesla Electro Wizard Zap Arrows
Tesla
Knight Bats Zap Archers Arrows Electro Wizard
Rocket
Electro Wizard
Zap Knight Bats Archers Tesla

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.

Rocket Zap Knight Tesla Electro Wizard
Bats Zap Knight Tesla Electro Wizard
Tesla Rocket Bats Archers Knight Electro Wizard
Tesla Bats Knight Electro Wizard
Arrows Rocket
Arrows Bats Zap Archers Tesla Electro Wizard
Bats Tesla Rocket Electro Wizard Zap Archers Arrows
Rocket Zap Arrows Tesla Electro Wizard
Tesla
Knight Archers Tesla Electro Wizard
Bats Archers Electro Wizard Zap Arrows Knight Tesla
Arrows Tesla Bats Zap Archers Electro Wizard
Tesla Bats Zap Knight Rocket Electro Wizard
Rocket Bats Zap Arrows Tesla Electro Wizard
Knight Tesla Electro Wizard
Rocket Zap Tesla Electro Wizard
Tesla Bats Arrows Knight Electro Wizard
Arrows Tesla Bats Zap Archers Knight Electro Wizard
Zap Arrows Bats Archers Knight Tesla Electro Wizard
Tesla Electro Wizard
Bats Archers Arrows Knight Tesla Electro Wizard

Counters to secondary win conditions

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

Knight Zap Archers Tesla Electro Wizard
Electro Wizard Zap Archers Arrows Knight Tesla Rocket
Bats Zap Knight Rocket Electro Wizard
Rocket Bats Zap Knight Tesla Electro Wizard
Knight Tesla
Arrows Rocket Bats Zap Archers Tesla Electro Wizard
Rocket Bats Archers Knight Tesla Electro Wizard
Knight Tesla
Zap Rocket Electro Wizard Bats Knight
Tesla
Bats Knight Tesla
Rocket Zap Arrows Electro Wizard
Rocket Knight Tesla
Archers Tesla
Tesla Electro Wizard Bats Zap Archers Knight Rocket
Bats Arrows Zap Archers Tesla Electro Wizard

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 Knight Rocket
Arrows Zap Electro Wizard
Rocket Arrows
Arrows Knight Rocket
Rocket Zap Arrows
Arrows Bats Zap Rocket
Archers Arrows
Arrows Zap
Arrows Zap
Rocket Bats Electro Wizard
Rocket Zap Arrows Knight Electro Wizard
Zap Archers Arrows Rocket
Rocket Knight
Arrows Rocket
Zap Arrows
Rocket Zap Arrows
Arrows Rocket
Arrows Rocket
Bats Rocket
Rocket Zap Archers Arrows Electro Wizard
Rocket Zap Arrows
Rocket
Rocket Arrows
Rocket
Rocket Zap Arrows
Zap Arrows
Arrows Zap Electro Wizard
Zap Arrows
Rocket Zap Arrows
Bats Zap Archers Arrows Electro Wizard
Zap Rocket Electro Wizard Bats
Zap Arrows Rocket
Zap Rocket Arrows Electro Wizard
Rocket Arrows
Zap Electro Wizard Bats Archers Rocket
Rocket Zap Archers Arrows Electro Wizard
Arrows
Knight Rocket Electro Wizard
Arrows Zap
Rocket Zap Arrows
Zap Bats Rocket Electro Wizard
Bats Zap Rocket Electro Wizard
Zap Rocket Electro Wizard

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