My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Firecracker Ice 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 Firecracker Prince Ice Wizard Royal Ghost 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.

Arrows

Punishments

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

Wall Breakers Prince Royal Ghost 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 Prince Royal Ghost 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.

Firecracker Royal Ghost

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 Prince
Giant Snowball
Bats Wall Breakers
Zap
Bats Firecracker Wall Breakers Prince
Barbarian Barrel
Firecracker Wall Breakers Ice Wizard Royal Ghost
The Log
Firecracker Wall Breakers Prince
Earthquake
Firecracker
Arrows
Bats Firecracker Wall Breakers
Royal Delivery
Bats Firecracker Wall Breakers Prince Ice Wizard Royal Ghost
Fireball
Firecracker Wall Breakers Ice Wizard
Poison
Bats Firecracker Ice Wizard
Lightning
Prince Ice Wizard
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Ice Wizard Royal Ghost 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 Arrows Prince Ice Wizard Royal Ghost 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.

Ice 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 Wall Breakers Arrows Firecracker Ice Wizard Royal Ghost Prince Mega Knight

Shortest cycle

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

10 Bats Wall Breakers Arrows Firecracker

Attack Synergies 2 14

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 Firecracker Wall Breakers Prince
Arrows
Wall Breakers Prince Mega Knight
Firecracker
Bats Wall Breakers Prince Mega Knight
Wall Breakers
Bats Arrows Firecracker Royal Ghost Mega Knight
Prince
Mega Knight Bats Arrows Firecracker Ice Wizard Royal Ghost
Ice Wizard
Prince
Royal Ghost
Wall Breakers Prince Mega Knight
Mega Knight
Bats Prince Arrows Firecracker Wall Breakers Royal Ghost

Defense Synergies 1 12

Bats
Firecracker Prince Ice Wizard Mega Knight
Arrows
Mega Knight Prince Ice Wizard
Firecracker
Bats Prince Ice Wizard Mega Knight
Wall Breakers
Prince
Bats Arrows Firecracker Ice Wizard
Ice Wizard
Bats Arrows Firecracker Prince Mega Knight
Royal Ghost
Mega Knight
Mega Knight
Arrows Bats Firecracker Ice Wizard 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.

Firecracker
Bats Firecracker Prince Ice Wizard Mega Knight
Prince Mega Knight Bats Ice Wizard
Prince Bats Firecracker Ice Wizard Mega Knight
Arrows Firecracker Prince Mega Knight
Arrows Bats Firecracker Ice Wizard Royal Ghost Mega Knight
Bats Arrows Firecracker Ice Wizard
Arrows Mega Knight
Prince Ice Wizard
Firecracker Prince Ice Wizard Royal Ghost Mega Knight
Bats Ice Wizard Arrows Firecracker Royal Ghost Mega Knight
Arrows Bats Firecracker Ice Wizard
Prince Mega Knight Bats Ice Wizard
Mega Knight Bats Arrows Firecracker Prince Royal Ghost
Prince Mega Knight
Prince Mega Knight
Mega Knight Bats Arrows Firecracker Prince
Arrows Mega Knight Bats Firecracker Prince Ice Wizard Royal Ghost
Arrows Bats Firecracker Ice Wizard Royal Ghost Mega Knight
Prince
Royal Ghost Mega Knight Bats Arrows Firecracker Prince

Counters to secondary win conditions

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

Mega Knight Prince Royal Ghost
Arrows Firecracker Prince Royal Ghost Mega Knight
Mega Knight Bats Prince
Prince Mega Knight Bats
Prince Mega Knight
Arrows Firecracker Bats Ice Wizard
Prince Bats Ice Wizard
Mega Knight Prince
Mega Knight Bats Firecracker Prince
Mega Knight Bats Prince
Mega Knight Arrows Prince
Prince Mega Knight
Firecracker Mega Knight
Bats Firecracker Prince
Bats Arrows Mega Knight Firecracker Ice Wizard Royal Ghost
Arrows Ice 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 Firecracker Royal Ghost
Arrows Firecracker Ice Wizard Royal Ghost
Arrows
Arrows Firecracker Prince
Arrows Firecracker Mega Knight
Arrows Firecracker Bats Ice Wizard
Arrows Firecracker
Arrows Firecracker Ice Wizard
Arrows Firecracker
Bats Prince
Firecracker Arrows Prince
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker Prince
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Bats
Arrows Firecracker Prince Mega Knight
Arrows Firecracker Mega Knight
Prince Mega Knight
Arrows
Prince
Arrows
Arrows Firecracker Ice Wizard Mega Knight
Arrows Firecracker Ice Wizard Royal Ghost
Arrows Prince Mega Knight
Arrows Firecracker
Bats Arrows Firecracker Ice Wizard
Bats Firecracker
Arrows Mega Knight
Arrows Firecracker
Prince Mega Knight
Arrows Firecracker
Bats Prince
Arrows Firecracker Ice Wizard
Arrows
Firecracker Prince Mega Knight
Arrows Firecracker
Arrows
Firecracker Prince Mega Knight
Bats Firecracker
Firecracker Bats
Firecracker Prince Royal Ghost Mega Knight
Prince
Firecracker Mega Knight

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