My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 Zappies 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 Zappies Giant Wizard Giant Skeleton Mega Knight

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.

Giant Mega Knight

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.

Barbarians Giant Giant Skeleton Mega Knight

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.

Giant Skeleton

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 Giant Giant Skeleton
Giant Snowball
Bats Barbarians Zappies
Zap
Bats Zappies
Barbarian Barrel
Barbarians Zappies Wizard Giant Skeleton
The Log
Barbarians Zappies Giant Skeleton
Earthquake
Barbarians Zappies
Arrows
Bats Zappies
Royal Delivery
Bats Barbarians Zappies Wizard Giant Skeleton
Fireball
Barbarians Zappies Wizard
Poison
Bats Barbarians Zappies Wizard
Lightning
Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Mega Knight

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 Giant Skeleton Mega Knight

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.

Barbarians 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 Zappies Barbarians Giant Wizard Giant Skeleton Mega Knight

Shortest cycle

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

13 Bats Zap Zappies Barbarians

Attack Synergies 4 10

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 Giant Skeleton Mega Knight Zap
Zap
Giant Bats Zappies Giant Skeleton Mega Knight
Barbarians
Zappies
Zap Giant Giant Skeleton Mega Knight
Giant
Bats Zap Zappies Wizard
Wizard
Giant Giant Skeleton Mega Knight
Giant Skeleton
Bats Zap Zappies Wizard
Mega Knight
Bats Zap Zappies Wizard

Defense Synergies 1 12

Bats
Zap Zappies Giant Skeleton Mega Knight
Zap
Mega Knight Bats Barbarians Zappies Giant Skeleton
Barbarians
Zap Zappies
Zappies
Bats Zap Barbarians Giant Skeleton Mega Knight
Giant
Wizard
Giant Skeleton Mega Knight
Giant Skeleton
Bats Zap Zappies Wizard
Mega Knight
Zap Bats Zappies 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.

Zap Zappies Wizard
Barbarians Bats Zap Zappies Mega Knight
Barbarians Mega Knight Bats Zappies Giant Skeleton
Barbarians Bats Zappies Mega Knight
Barbarians Giant Skeleton Mega Knight
Bats Zap Zappies Mega Knight
Bats Zap Zappies Wizard
Zap Barbarians Giant Skeleton Mega Knight
Barbarians Zappies
Barbarians Zappies Giant Skeleton Mega Knight
Bats Barbarians Zap Zappies Wizard Giant Skeleton Mega Knight
Bats Zap Zappies Wizard
Barbarians Mega Knight Bats Zap Zappies Wizard Giant Skeleton
Wizard Mega Knight Bats Zap Barbarians Zappies
Barbarians Zappies Mega Knight
Barbarians Zap Zappies Mega Knight
Barbarians Wizard Mega Knight Bats Zappies
Mega Knight Bats Zap Barbarians Zappies Wizard
Zap Wizard Bats Barbarians Zappies Giant Skeleton Mega Knight
Barbarians Zappies
Wizard Mega Knight Bats Barbarians Zappies Giant Skeleton

Counters to secondary win conditions

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

Barbarians Mega Knight Zap Zappies Giant Skeleton
Zap Wizard Mega Knight
Barbarians Zappies Giant Skeleton Mega Knight Bats Zap
Giant Skeleton Mega Knight Bats Zap Barbarians Zappies
Barbarians Giant Skeleton Zappies Mega Knight
Wizard Bats Zap Zappies
Bats Barbarians Zappies Giant Skeleton
Giant Skeleton Mega Knight Barbarians Zappies
Zap Giant Skeleton Mega Knight Bats Barbarians Zappies
Barbarians Zappies
Mega Knight Bats Barbarians Zappies Giant Skeleton
Mega Knight Zap Barbarians Giant Skeleton
Barbarians Giant Skeleton Mega Knight Zappies Wizard
Wizard Barbarians Zappies Mega Knight
Barbarians Zappies Bats Zap Giant Skeleton
Bats Mega Knight Zap Barbarians Zappies Wizard Giant Skeleton
Zap

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.)

Giant Skeleton
Zap
Giant Skeleton
Barbarians Giant Skeleton
Wizard Zap Mega Knight
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Wizard Mega Knight
Bats
Zap Wizard Mega Knight
Zap Wizard Mega Knight
Giant Skeleton Mega Knight
Wizard
Zap Barbarians
Zap Wizard Mega Knight
Zap Wizard
Zap Wizard Mega Knight
Zap
Bats Zap Wizard
Zap Bats Zappies Wizard
Zap Wizard Mega Knight
Zap Zappies
Giant Skeleton Mega Knight
Wizard
Zap Bats Barbarians Zappies
Zap Zappies Wizard
Wizard Mega Knight
Zap Wizard
Zap Giant Skeleton
Mega Knight
Zap Bats Zappies Giant Skeleton
Bats Zap Zappies
Zap Giant Skeleton Mega Knight
Wizard Mega Knight

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