My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Boss Bandit

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 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 Wizard Fisherman Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers 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.

Wall Breakers Mega Knight

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 Wall Breakers Skeleton Army Fisherman Inferno Dragon
Giant Snowball
Bats Wall Breakers Skeleton Army Fisherman Inferno Dragon
Zap
Bats Wall Breakers Skeleton Army Fisherman Inferno Dragon
Barbarian Barrel
Wizard Wall Breakers Skeleton Army
The Log
Wall Breakers Skeleton Army Fisherman
Earthquake
Skeleton Army
Arrows
Bats Wall Breakers Skeleton Army
Royal Delivery
Bats Wizard Wall Breakers Skeleton Army Fisherman Inferno Dragon
Fireball
Wizard Wall Breakers Skeleton Army Fisherman Inferno Dragon
Poison
Bats Wizard Skeleton Army Fisherman
Lightning
Wizard Fisherman Inferno Dragon
Rocket
Wizard Inferno Dragon

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

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 Skeleton Army Inferno Dragon Mega Knight

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Wall Breakers Skeleton Army Fisherman Inferno Dragon Wizard Mega Knight

Shortest cycle

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

9 Bats Zap Wall Breakers Skeleton Army

Attack Synergies 2 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
Mega Knight Zap Wall Breakers Fisherman Inferno Dragon
Zap
Bats Wall Breakers Fisherman Mega Knight
Wizard
Mega Knight
Wall Breakers
Bats Zap Mega Knight
Skeleton Army
Fisherman
Bats Zap Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Zap Wizard Wall Breakers Fisherman

Defense Synergies 1 12

Bats
Zap Fisherman Inferno Dragon Mega Knight
Zap
Mega Knight Bats Skeleton Army Fisherman Inferno Dragon
Wizard
Skeleton Army Mega Knight
Wall Breakers
Skeleton Army
Zap Wizard Inferno Dragon
Fisherman
Bats Zap Mega Knight
Inferno Dragon
Bats Zap Skeleton Army Mega Knight
Mega Knight
Zap Bats Wizard Fisherman Inferno Dragon

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 Wizard
Skeleton Army Inferno Dragon Bats Zap Fisherman Mega Knight
Skeleton Army Fisherman Mega Knight Bats Inferno Dragon
Skeleton Army Inferno Dragon Bats Fisherman Mega Knight
Skeleton Army Mega Knight
Skeleton Army Bats Zap Mega Knight
Bats Inferno Dragon Zap Wizard
Zap Mega Knight
Inferno Dragon Skeleton Army Fisherman
Skeleton Army Fisherman Mega Knight
Bats Skeleton Army Zap Wizard Fisherman Mega Knight
Inferno Dragon Bats Zap Wizard
Skeleton Army Mega Knight Bats Zap Wizard
Wizard Skeleton Army Mega Knight Bats Zap
Skeleton Army Inferno Dragon Mega Knight
Skeleton Army Zap Fisherman Inferno Dragon Mega Knight
Wizard Mega Knight Bats Skeleton Army Fisherman
Mega Knight Bats Zap Wizard Skeleton Army Fisherman
Zap Wizard Bats Fisherman Inferno Dragon Mega Knight
Fisherman Inferno Dragon
Wizard Skeleton Army Mega Knight Bats Fisherman

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Fisherman
Zap Wizard Fisherman Inferno Dragon Mega Knight
Skeleton Army Mega Knight Bats Zap Fisherman
Skeleton Army Mega Knight Bats Zap Fisherman
Skeleton Army Fisherman Inferno Dragon Mega Knight
Wizard Bats Zap
Skeleton Army Bats
Mega Knight Skeleton Army Fisherman Inferno Dragon
Zap Mega Knight Bats Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bats
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Wizard
Wizard Skeleton Army Mega Knight
Skeleton Army Bats Zap Fisherman Inferno Dragon
Bats Mega Knight Zap Wizard Inferno Dragon
Zap
Fisherman Mega Knight
Skeleton Army Fisherman 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.)

Zap Fisherman
Wizard Zap Mega Knight
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard Fisherman
Bats Fisherman
Zap Wizard Fisherman
Zap Wizard
Fisherman
Fisherman
Zap Fisherman
Zap Wizard
Wizard Mega Knight
Bats Fisherman
Zap Wizard Fisherman Mega Knight
Zap Wizard Mega Knight
Mega Knight
Wizard
Fisherman
Zap
Zap Wizard Mega Knight
Fisherman Inferno Dragon
Zap Wizard Fisherman
Zap Wizard Fisherman Mega Knight
Zap Fisherman
Bats Zap Wizard
Zap Bats Wizard
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Bats Skeleton Army
Zap Wizard
Wizard Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Bats
Bats Zap
Zap Mega Knight
Inferno Dragon
Wizard Mega Knight
Fisherman

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: