My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Baby Dragon Witch Electro Wizard

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 Dark Prince Witch Prince Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider Dark Prince Prince

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.

Hog Rider Baby Dragon Dark Prince Prince

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.

Hog Rider Dark Prince 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 Hog Rider Dark Prince Prince
Giant Snowball
Bats Hog Rider Baby Dragon Witch
Zap
Bats Dark Prince Witch Prince
Barbarian Barrel
Dark Prince Witch Electro Wizard
The Log
Hog Rider Dark Prince Witch Prince
Earthquake
Hog Rider Witch
Arrows
Bats Witch
Royal Delivery
Bats Hog Rider Baby Dragon Dark Prince Witch Prince Electro Wizard
Fireball
Hog Rider Baby Dragon Witch Electro Wizard
Poison
Bats Witch Electro Wizard
Lightning
Baby Dragon Dark Prince Witch Prince Electro Wizard
Rocket
Hog Rider Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Dark Prince

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 Baby Dragon Dark Prince Prince

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.

Witch 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Hog Rider Baby Dragon Dark Prince Electro Wizard Witch Prince

Shortest cycle

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

12 Bats Zap Hog Rider Baby Dragon

Attack Synergies 5 20

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
Hog Rider Zap Baby Dragon Dark Prince Prince
Zap
Hog Rider Prince Electro Wizard Bats Baby Dragon Dark Prince Witch
Hog Rider
Bats Zap Baby Dragon Dark Prince Witch Prince Electro Wizard
Baby Dragon
Bats Zap Hog Rider Dark Prince Witch Prince Electro Wizard
Dark Prince
Prince Bats Zap Hog Rider Baby Dragon Witch Electro Wizard
Witch
Zap Hog Rider Baby Dragon Dark Prince Prince
Prince
Zap Dark Prince Bats Hog Rider Baby Dragon Witch Electro Wizard
Electro Wizard
Zap Hog Rider Baby Dragon Dark Prince Prince

Defense Synergies 1 18

Bats
Zap Baby Dragon Dark Prince Prince Electro Wizard
Zap
Electro Wizard Bats Baby Dragon Dark Prince Witch Prince
Hog Rider
Baby Dragon
Bats Zap Dark Prince Witch Prince
Dark Prince
Bats Zap Baby Dragon Witch Prince Electro Wizard
Witch
Zap Baby Dragon Dark Prince Prince Electro Wizard
Prince
Bats Zap Baby Dragon Dark Prince Witch Electro Wizard
Electro Wizard
Zap Bats Dark Prince Witch Prince

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 Wizard
Bats Zap Dark Prince Witch Prince Electro Wizard
Witch Prince Bats Dark Prince Electro Wizard
Witch Prince Bats Dark Prince Electro Wizard
Dark Prince Prince
Bats Zap Baby Dragon Dark Prince Electro Wizard
Bats Electro Wizard Zap Baby Dragon Witch
Zap Baby Dragon Electro Wizard
Witch Prince
Dark Prince Prince Electro Wizard
Bats Witch Electro Wizard Zap Baby Dragon Dark Prince
Bats Zap Baby Dragon Witch Electro Wizard
Prince Bats Zap Dark Prince Witch Electro Wizard
Bats Zap Baby Dragon Dark Prince Witch Prince Electro Wizard
Prince Electro Wizard
Zap Prince Electro Wizard
Bats Dark Prince Witch Prince Electro Wizard
Bats Zap Baby Dragon Dark Prince Witch Prince Electro Wizard
Zap Baby Dragon Witch Bats Dark Prince Electro Wizard
Prince Electro Wizard
Dark Prince Bats Baby Dragon Witch Prince Electro Wizard

Counters to secondary win conditions

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

Zap Dark Prince Witch Prince Electro Wizard
Electro Wizard Zap Baby Dragon Prince
Bats Zap Dark Prince Witch Prince Electro Wizard
Dark Prince Prince Bats Zap Electro Wizard
Dark Prince Witch Prince
Bats Zap Baby Dragon Witch Electro Wizard
Dark Prince Prince Bats Witch Electro Wizard
Dark Prince Prince
Zap Electro Wizard Bats Baby Dragon Dark Prince Witch Prince
Witch
Bats Dark Prince Witch Prince
Zap Dark Prince Prince Electro Wizard
Dark Prince Prince Witch
Baby Dragon Witch
Witch Electro Wizard Bats Zap Baby Dragon Dark Prince Prince
Bats Zap Baby Dragon Dark Prince Witch 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.)

Baby Dragon
Zap Baby Dragon Electro Wizard
Baby Dragon
Dark Prince Prince
Zap Baby Dragon Dark Prince
Bats Zap Baby Dragon Witch
Baby Dragon Witch
Zap Baby Dragon
Zap
Bats Prince Electro Wizard
Zap Dark Prince Prince Electro Wizard
Zap Baby Dragon
Baby Dragon
Baby Dragon
Zap Baby Dragon Prince
Zap Baby Dragon Witch
Baby Dragon
Bats
Zap Baby Dragon Dark Prince Prince Electro Wizard
Zap Baby Dragon Witch
Baby Dragon Prince
Prince
Zap Baby Dragon
Zap Baby Dragon Dark Prince Witch
Witch
Zap Baby Dragon Witch Electro Wizard
Zap Baby Dragon Witch Prince
Zap Baby Dragon
Bats Zap Baby Dragon Witch Electro Wizard
Zap Electro Wizard Bats Witch
Zap
Zap Electro Wizard
Prince
Zap Electro Wizard Bats Dark Prince Witch Prince
Zap Baby Dragon Witch Electro Wizard
Baby Dragon Dark Prince Prince Electro Wizard
Zap Baby Dragon
Zap
Dark Prince Prince
Zap Bats Baby Dragon Witch Electro Wizard
Bats Zap Witch Electro Wizard
Zap Baby Dragon Dark Prince Witch Prince Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: