My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Flying Machine 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 Flying Machine Bowler Electro Wizard

Offensive cards

Win conditions

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

Miner

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.

Elite Barbarians Miner

Pump responses

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

Miner

Dropped at the bridge

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

Elite Barbarians Flying Machine

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.

Elite Barbarians Miner 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 Elite Barbarians Miner
Giant Snowball
Bats Flying Machine Miner
Zap
Bats Flying Machine
Barbarian Barrel
Elite Barbarians Electro Wizard
The Log
Elite Barbarians
Earthquake
Arrows
Bats Flying Machine
Royal Delivery
Bats Elite Barbarians Flying Machine Bowler Miner Electro Wizard
Fireball
Elite Barbarians Flying Machine Bowler Electro Wizard
Poison
Bats Flying Machine Electro Wizard
Lightning
Elite Barbarians Bowler Electro Wizard
Rocket
Elite Barbarians Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Bowler

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 Tornado Bowler Miner

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.

Elite Barbarians

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Tornado Miner Flying Machine Electro Wizard Bowler Elite Barbarians

Shortest cycle

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

10 Bats Zap Tornado Miner

Attack Synergies 5 11

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
Miner Zap Elite Barbarians Flying Machine Bowler
Zap
Elite Barbarians Tornado Miner Electro Wizard Bats Flying Machine Bowler
Elite Barbarians
Zap Bats
Flying Machine
Bats Zap Bowler
Tornado
Zap Bowler
Bowler
Bats Zap Flying Machine Tornado Miner Electro Wizard
Miner
Bats Zap Bowler Electro Wizard
Electro Wizard
Zap Bowler Miner

Defense Synergies 2 12

Bats
Zap Bowler Electro Wizard
Zap
Electro Wizard Bats Elite Barbarians Flying Machine Tornado Bowler Miner
Elite Barbarians
Zap
Flying Machine
Zap Bowler Electro Wizard
Tornado
Bowler Zap Electro Wizard
Bowler
Tornado Bats Zap Flying Machine Electro Wizard
Miner
Zap
Electro Wizard
Zap Bats Flying Machine Tornado Bowler

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.

Bowler Zap Flying Machine Electro Wizard
Elite Barbarians Bats Zap Flying Machine Electro Wizard
Tornado Bowler Bats Elite Barbarians Electro Wizard
Elite Barbarians Bats Bowler Electro Wizard
Elite Barbarians Tornado Bowler
Tornado Bowler Bats Zap Flying Machine Electro Wizard
Bats Tornado Electro Wizard Zap Flying Machine
Bowler Zap Flying Machine Electro Wizard
Elite Barbarians Tornado
Elite Barbarians Tornado Bowler Miner Electro Wizard
Bats Electro Wizard Zap Flying Machine Tornado Bowler
Bats Zap Flying Machine Tornado Electro Wizard
Bowler Bats Zap Elite Barbarians Flying Machine Electro Wizard
Bowler Bats Zap Tornado Electro Wizard
Elite Barbarians Electro Wizard
Tornado Zap Elite Barbarians Bowler Electro Wizard
Bats Elite Barbarians Tornado Bowler Electro Wizard
Bats Zap Elite Barbarians Flying Machine Tornado Bowler Electro Wizard
Zap Tornado Bats Flying Machine Bowler Electro Wizard
Elite Barbarians Tornado Electro Wizard
Bowler Bats Elite Barbarians Flying Machine Electro Wizard

Counters to secondary win conditions

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

Zap Elite Barbarians Bowler Electro Wizard
Electro Wizard Zap Elite Barbarians Flying Machine Bowler Miner
Bats Zap Elite Barbarians Bowler Electro Wizard
Bowler Bats Zap Elite Barbarians Tornado Electro Wizard
Elite Barbarians Bowler
Bats Zap Flying Machine Tornado Electro Wizard
Bats Elite Barbarians Flying Machine Bowler Electro Wizard
Elite Barbarians
Zap Electro Wizard Bats Elite Barbarians Flying Machine Tornado
Bats Elite Barbarians Flying Machine Bowler
Zap Elite Barbarians Tornado Bowler Electro Wizard
Elite Barbarians Bowler
Flying Machine Bowler
Elite Barbarians Electro Wizard Bats Zap Flying Machine Tornado Bowler
Bats Bowler Zap Elite Barbarians Flying Machine 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.)

Flying Machine
Zap Flying Machine Tornado Bowler Miner Electro Wizard
Flying Machine Miner
Flying Machine
Zap Bowler
Bats Zap Flying Machine Tornado
Flying Machine Tornado Bowler
Zap Flying Machine Tornado Bowler
Miner Zap Flying Machine Tornado
Bats Elite Barbarians Tornado Bowler Electro Wizard
Miner Zap Flying Machine Tornado Bowler Electro Wizard
Zap Flying Machine Tornado
Flying Machine Elite Barbarians Bowler Miner
Flying Machine
Zap Elite Barbarians Flying Machine
Zap Flying Machine Bowler
Flying Machine Bowler
Tornado
Bats
Zap Flying Machine Bowler Electro Wizard
Zap Flying Machine Tornado Bowler Miner
Bowler
Tornado
Tornado Bowler
Zap Flying Machine
Zap Tornado Bowler
Miner Zap Flying Machine Tornado Bowler Electro Wizard
Zap Flying Machine Tornado Bowler Miner
Miner Zap Tornado
Elite Barbarians Bats Zap Flying Machine Tornado Electro Wizard
Zap Electro Wizard Bats Flying Machine
Elite Barbarians Bowler
Zap Miner
Zap Electro Wizard
Bowler
Zap Electro Wizard Bats Flying Machine
Zap Flying Machine Tornado Electro Wizard
Miner Flying Machine Bowler Electro Wizard
Zap Flying Machine Bowler
Zap Tornado
Elite Barbarians Flying Machine
Zap Bats Elite Barbarians Flying Machine Tornado Bowler Electro Wizard
Bats Zap Flying Machine Tornado Electro Wizard
Zap Flying Machine Tornado Bowler Miner Electro Wizard

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