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

Rascals

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers 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 Archers Giant Prince Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Giant

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.

Elite Barbarians Giant Prince Royal Ghost

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.

Elite Barbarians Giant Prince Royal Ghost

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 Royal Ghost 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 Elite Barbarians Giant Prince
Giant Snowball
Bats Archers
Zap
Bats Archers Prince
Barbarian Barrel
Archers Elite Barbarians Royal Ghost Electro Wizard
The Log
Archers Elite Barbarians Prince
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Elite Barbarians Prince Royal Ghost Electro Wizard
Fireball
Archers Elite Barbarians Electro Wizard
Poison
Bats Archers Electro Wizard
Lightning
Elite Barbarians Prince Electro Wizard
Rocket
Elite Barbarians Prince

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost

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 Prince Royal Ghost

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Royal Ghost Electro Wizard Giant Prince Elite Barbarians

Shortest cycle

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

10 Bats Zap Archers Royal Ghost

Attack Synergies 6 15

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
Giant Zap Elite Barbarians Prince
Zap
Elite Barbarians Giant Prince Electro Wizard Bats Archers Royal Ghost
Archers
Zap Elite Barbarians Giant Prince Royal Ghost
Elite Barbarians
Zap Bats Archers Royal Ghost
Giant
Bats Zap Prince Archers Royal Ghost Electro Wizard
Prince
Zap Giant Bats Archers Royal Ghost Electro Wizard
Royal Ghost
Zap Archers Elite Barbarians Giant Prince Electro Wizard
Electro Wizard
Zap Giant Prince Royal Ghost

Defense Synergies 1 10

Bats
Zap Prince Electro Wizard
Zap
Electro Wizard Bats Archers Elite Barbarians Prince Royal Ghost
Archers
Zap Electro Wizard
Elite Barbarians
Zap
Giant
Prince
Bats Zap Electro Wizard
Royal Ghost
Zap Electro Wizard
Electro Wizard
Zap Bats Archers Prince Royal Ghost

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 Electro Wizard
Elite Barbarians Bats Zap Prince Electro Wizard
Prince Bats Archers Elite Barbarians Electro Wizard
Elite Barbarians Prince Bats Electro Wizard
Elite Barbarians Prince
Bats Zap Archers Royal Ghost Electro Wizard
Bats Electro Wizard Zap Archers
Zap Electro Wizard
Elite Barbarians Prince
Elite Barbarians Archers Prince Royal Ghost Electro Wizard
Bats Archers Electro Wizard Zap Royal Ghost
Bats Zap Archers Electro Wizard
Prince Bats Zap Elite Barbarians Electro Wizard
Bats Zap Prince Royal Ghost Electro Wizard
Elite Barbarians Prince Electro Wizard
Zap Elite Barbarians Prince Electro Wizard
Bats Elite Barbarians Prince Electro Wizard
Bats Zap Archers Elite Barbarians Prince Royal Ghost Electro Wizard
Zap Bats Archers Royal Ghost Electro Wizard
Elite Barbarians Prince Electro Wizard
Royal Ghost Bats Archers Elite Barbarians Prince Electro Wizard

Counters to secondary win conditions

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

Zap Archers Elite Barbarians Prince Royal Ghost Electro Wizard
Electro Wizard Zap Archers Elite Barbarians Prince Royal Ghost
Bats Zap Elite Barbarians Prince Electro Wizard
Prince Bats Zap Elite Barbarians Electro Wizard
Elite Barbarians Prince
Bats Zap Archers Electro Wizard
Prince Bats Archers Elite Barbarians Electro Wizard
Elite Barbarians Prince
Zap Electro Wizard Bats Elite Barbarians Prince
Bats Elite Barbarians Prince
Zap Elite Barbarians Prince Electro Wizard
Elite Barbarians Prince
Archers
Elite Barbarians Electro Wizard Bats Zap Archers Prince
Bats Zap Archers Elite Barbarians Royal Ghost 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.)

Royal Ghost
Zap Royal Ghost Electro Wizard
Prince
Zap
Bats Zap
Archers
Zap
Zap
Bats Elite Barbarians Prince Electro Wizard
Zap Prince Electro Wizard
Zap Archers
Elite Barbarians
Zap Elite Barbarians Prince
Zap
Bats
Zap Archers Prince Electro Wizard
Zap
Prince
Prince
Zap
Zap
Zap Royal Ghost Electro Wizard
Zap Prince
Zap
Elite Barbarians Bats Zap Archers Electro Wizard
Zap Electro Wizard Bats
Elite Barbarians
Zap
Zap Electro Wizard
Prince
Zap Electro Wizard Bats Archers Prince
Zap Archers Electro Wizard
Prince Electro Wizard
Zap
Zap
Elite Barbarians Prince
Zap Bats Elite Barbarians Electro Wizard
Bats Zap Electro Wizard
Zap Prince Royal Ghost Electro Wizard

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