My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Giant Snowball Royal Hogs Magic Archer

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 Electro Wizard Inferno Dragon

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 Skeleton Barrel Giant Prince Royal Ghost Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Skeleton Barrel Giant

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.

Skeleton Barrel 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.

Skeleton Barrel 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.

Skeleton Barrel 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 Skeleton Barrel Giant Prince Inferno Dragon
Giant Snowball
Bats Skeleton Barrel Inferno Dragon
Zap
Bats Skeleton Barrel Prince Inferno Dragon
Barbarian Barrel
Skeleton Barrel Royal Ghost Electro Wizard
The Log
Skeleton Barrel Prince
Earthquake
Arrows
Bats Skeleton Barrel
Royal Delivery
Bats Skeleton Barrel Prince Royal Ghost Electro Wizard Inferno Dragon
Fireball
Skeleton Barrel Electro Wizard Inferno Dragon
Poison
Bats Skeleton Barrel Electro Wizard
Lightning
Prince Electro Wizard Inferno Dragon
Rocket
Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Arrows Skeleton Barrel Prince Royal Ghost Inferno Dragon

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 Arrows Skeleton Barrel Royal Ghost Electro Wizard Inferno Dragon Giant Prince

Shortest cycle

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

11 Bats Arrows Skeleton Barrel Royal Ghost

Attack Synergies 4 13

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
Skeleton Barrel Giant Prince Inferno Dragon
Arrows
Giant Skeleton Barrel Prince
Skeleton Barrel
Bats Arrows Giant Prince Royal Ghost Inferno Dragon
Giant
Bats Arrows Prince Skeleton Barrel Royal Ghost Electro Wizard
Prince
Giant Bats Arrows Skeleton Barrel Royal Ghost Electro Wizard
Royal Ghost
Skeleton Barrel Giant Prince Electro Wizard
Electro Wizard
Giant Prince Royal Ghost
Inferno Dragon
Bats Skeleton Barrel

Defense Synergies 0 7

Bats
Prince Electro Wizard Inferno Dragon
Arrows
Prince
Skeleton Barrel
Giant
Prince
Bats Arrows Electro Wizard
Royal Ghost
Electro Wizard
Electro Wizard
Bats Prince Royal Ghost Inferno Dragon
Inferno Dragon
Bats Electro Wizard

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.

Skeleton Barrel Electro Wizard
Inferno Dragon Bats Prince Electro Wizard
Prince Bats Electro Wizard Inferno Dragon
Prince Inferno Dragon Bats Electro Wizard
Arrows Prince
Arrows Bats Royal Ghost Electro Wizard
Bats Electro Wizard Inferno Dragon Arrows
Arrows Skeleton Barrel Electro Wizard
Inferno Dragon Prince
Prince Royal Ghost Electro Wizard
Bats Electro Wizard Arrows Royal Ghost
Arrows Inferno Dragon Bats Electro Wizard
Prince Bats Electro Wizard
Bats Arrows Prince Royal Ghost Electro Wizard
Inferno Dragon Prince Electro Wizard
Prince Electro Wizard Inferno Dragon
Bats Arrows Prince Electro Wizard
Arrows Bats Prince Royal Ghost Electro Wizard
Arrows Bats Royal Ghost Electro Wizard Inferno Dragon
Prince Electro Wizard Inferno Dragon
Royal Ghost Bats Arrows Prince Electro Wizard

Counters to secondary win conditions

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

Prince Royal Ghost Electro Wizard
Electro Wizard Arrows Skeleton Barrel Prince Royal Ghost Inferno Dragon
Bats Prince Electro Wizard
Prince Bats Electro Wizard
Prince Inferno Dragon
Arrows Bats Skeleton Barrel Electro Wizard
Prince Bats Electro Wizard
Prince Inferno Dragon
Electro Wizard Bats Prince Inferno Dragon
Inferno Dragon
Inferno Dragon Bats Prince
Arrows Prince Electro Wizard
Prince
Electro Wizard Bats Prince Inferno Dragon
Bats Arrows Royal Ghost Electro Wizard Inferno Dragon

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.)

Skeleton Barrel Arrows Royal Ghost
Arrows Skeleton Barrel Royal Ghost Electro Wizard
Arrows Skeleton Barrel
Arrows Skeleton Barrel Prince
Arrows
Arrows Bats Skeleton Barrel
Arrows
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Bats Prince Electro Wizard
Arrows Skeleton Barrel Prince Electro Wizard
Arrows
Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel Prince
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows
Bats
Arrows Skeleton Barrel Prince Electro Wizard
Arrows Skeleton Barrel
Prince
Arrows
Prince
Arrows Skeleton Barrel
Arrows
Inferno Dragon
Arrows Skeleton Barrel Royal Ghost Electro Wizard
Arrows Skeleton Barrel Prince
Arrows Skeleton Barrel
Bats Arrows Electro Wizard
Electro Wizard Bats Skeleton Barrel
Arrows
Arrows Electro Wizard
Prince
Arrows
Skeleton Barrel Electro Wizard Bats Prince
Arrows Electro Wizard
Arrows
Prince Electro Wizard
Arrows Skeleton Barrel
Arrows
Prince
Bats Electro Wizard
Bats Electro Wizard
Skeleton Barrel Prince Royal Ghost Electro Wizard

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