My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Royal Ghost Bandit Electro Wizard Magic Archer Night Witch

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 Inferno Tower Electro Wizard

Defensive buildings

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

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 Knight 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.

Arrows

Punishments

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

Hog Rider 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.

Knight Hog Rider 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 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 Skeleton Army Prince
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Inferno Tower Skeleton Army Prince
Barbarian Barrel
Knight Inferno Tower Skeleton Army Electro Wizard
The Log
Hog Rider Skeleton Army Prince
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Knight Hog Rider Skeleton Army Prince Electro Wizard
Fireball
Hog Rider Inferno Tower Skeleton Army Electro Wizard
Poison
Bats Inferno Tower Skeleton Army Electro Wizard
Lightning
Knight Inferno Tower Prince Electro Wizard
Rocket
Hog Rider Inferno Tower Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Inferno Tower Skeleton Army Prince

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.

Skeleton Army

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Skeleton Army Hog Rider Electro Wizard Inferno Tower Prince

Shortest cycle

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

11 Bats Arrows Knight Skeleton Army

Attack Synergies 4 8

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 Hog Rider Prince
Arrows
Hog Rider Knight Prince
Knight
Bats Hog Rider Arrows Prince Electro Wizard
Hog Rider
Bats Arrows Knight Prince Electro Wizard
Inferno Tower
Skeleton Army
Prince
Bats Arrows Knight Hog Rider Electro Wizard
Electro Wizard
Knight Hog Rider Prince

Defense Synergies 5 11

Bats
Knight Inferno Tower Prince Electro Wizard
Arrows
Knight Inferno Tower Prince
Knight
Bats Inferno Tower Electro Wizard Arrows Skeleton Army
Hog Rider
Inferno Tower
Knight Skeleton Army Electro Wizard Bats Arrows Prince
Skeleton Army
Inferno Tower Knight Prince Electro Wizard
Prince
Bats Arrows Inferno Tower Skeleton Army Electro Wizard
Electro Wizard
Knight Inferno Tower Bats Skeleton Army 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.

Knight Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Bats Knight Prince Electro Wizard
Inferno Tower Skeleton Army Prince Bats Knight Electro Wizard
Inferno Tower Skeleton Army Prince Bats Knight Electro Wizard
Arrows Skeleton Army Prince
Arrows Skeleton Army Bats Electro Wizard
Bats Inferno Tower Electro Wizard Arrows
Arrows Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Prince
Knight Skeleton Army Inferno Tower Prince Electro Wizard
Bats Skeleton Army Electro Wizard Arrows Knight
Arrows Inferno Tower Bats Electro Wizard
Inferno Tower Skeleton Army Prince Bats Knight Electro Wizard
Skeleton Army Bats Arrows Prince Electro Wizard
Inferno Tower Skeleton Army Knight Prince Electro Wizard
Inferno Tower Skeleton Army Prince Electro Wizard
Bats Arrows Knight Inferno Tower Skeleton Army Prince Electro Wizard
Arrows Bats Knight Skeleton Army Prince Electro Wizard
Arrows Bats Knight Electro Wizard
Inferno Tower Prince Electro Wizard
Skeleton Army Bats Arrows Knight Prince Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Inferno Tower Prince Electro Wizard
Electro Wizard Arrows Knight Prince
Skeleton Army Bats Knight Inferno Tower Prince Electro Wizard
Skeleton Army Prince Bats Knight Inferno Tower Electro Wizard
Inferno Tower Knight Skeleton Army Prince
Arrows Bats Electro Wizard
Skeleton Army Prince Bats Knight Inferno Tower Electro Wizard
Inferno Tower Knight Skeleton Army Prince
Electro Wizard Bats Knight Inferno Tower Skeleton Army Prince
Inferno Tower Skeleton Army
Bats Knight Inferno Tower Prince
Skeleton Army Arrows Prince Electro Wizard
Skeleton Army Prince Knight Inferno Tower
Skeleton Army
Inferno Tower Skeleton Army Electro Wizard Bats Knight Prince
Bats Arrows Inferno Tower 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
Arrows Electro Wizard
Arrows
Arrows Knight Prince
Arrows
Arrows Bats
Arrows
Arrows
Arrows
Bats Prince Electro Wizard
Arrows Knight Prince Electro Wizard
Arrows
Knight
Arrows
Arrows Prince
Arrows
Arrows
Arrows
Bats
Arrows Prince Electro Wizard
Arrows
Prince
Arrows
Prince
Arrows
Arrows
Arrows Electro Wizard
Arrows Prince
Arrows
Bats Arrows Electro Wizard
Electro Wizard Bats
Arrows
Arrows Electro Wizard
Prince
Arrows
Electro Wizard Bats Skeleton Army Prince
Arrows Electro Wizard
Arrows
Knight Prince Electro Wizard
Arrows
Arrows
Prince
Bats Electro Wizard
Bats Electro Wizard
Prince Electro Wizard

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