My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Mega Minion 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 Mega Minion Rune Giant Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Rune Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Giant Snowball Arrows

Punishments

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

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.

Heal Spirit Rune Giant 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.

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
Giant Snowball
Bats Mega Minion
Zap
Bats
Barbarian Barrel
Heal Spirit Royal Ghost Electro Wizard
The Log
Heal Spirit
Earthquake
Arrows
Bats Heal Spirit
Royal Delivery
Bats Heal Spirit Mega Minion Royal Ghost Electro Wizard
Fireball
Mega Minion Electro Wizard
Poison
Bats Mega Minion Electro Wizard
Lightning
Mega Minion Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Arrows Royal Ghost

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 Heal Spirit Mega Minion Rune Giant Royal Ghost

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.

Heal Spirit 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.

Heal Spirit Bats Giant Snowball Arrows Mega Minion Royal Ghost Rune Giant Electro Wizard

Shortest cycle

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

8 Heal Spirit Bats Giant Snowball Arrows

Attack Synergies 0 9

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 Minion Rune Giant
Giant Snowball
Mega Minion Royal Ghost Electro Wizard
Arrows
Mega Minion
Heal Spirit
Mega Minion
Mega Minion
Bats Giant Snowball Arrows Heal Spirit
Rune Giant
Bats Electro Wizard
Royal Ghost
Giant Snowball Electro Wizard
Electro Wizard
Giant Snowball Rune Giant Royal Ghost

Defense Synergies 0 8

Bats
Giant Snowball Electro Wizard
Giant Snowball
Bats Mega Minion Royal Ghost Electro Wizard
Arrows
Mega Minion
Heal Spirit
Mega Minion
Giant Snowball Arrows Electro Wizard
Rune Giant
Royal Ghost
Giant Snowball Electro Wizard
Electro Wizard
Bats Giant Snowball Mega Minion 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.

Mega Minion Electro Wizard
Bats Mega Minion Electro Wizard
Bats Giant Snowball Mega Minion Electro Wizard
Bats Mega Minion Electro Wizard
Arrows
Arrows Bats Giant Snowball Mega Minion Royal Ghost Electro Wizard
Bats Giant Snowball Mega Minion Electro Wizard Arrows
Arrows Electro Wizard
Giant Snowball Royal Ghost Electro Wizard
Bats Electro Wizard Giant Snowball Arrows Mega Minion Royal Ghost
Arrows Mega Minion Bats Giant Snowball Electro Wizard
Bats Giant Snowball Electro Wizard
Bats Giant Snowball Arrows Mega Minion Royal Ghost Electro Wizard
Electro Wizard
Giant Snowball Electro Wizard
Bats Arrows Electro Wizard
Arrows Bats Giant Snowball Mega Minion Royal Ghost Electro Wizard
Giant Snowball Arrows Bats Mega Minion Royal Ghost Electro Wizard
Electro Wizard
Royal Ghost Bats Giant Snowball Arrows Electro Wizard

Counters to secondary win conditions

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

Giant Snowball Royal Ghost Electro Wizard
Electro Wizard Giant Snowball Arrows Mega Minion Royal Ghost
Bats Electro Wizard
Bats Electro Wizard
Arrows Bats Giant Snowball Electro Wizard
Bats Mega Minion Electro Wizard
Electro Wizard Bats Giant Snowball Mega Minion
Mega Minion
Bats Mega Minion
Giant Snowball Arrows Electro Wizard
Electro Wizard Bats Mega Minion
Bats Arrows Giant Snowball Mega Minion Royal Ghost Electro Wizard
Giant Snowball Arrows 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.)

Arrows Royal Ghost
Arrows Giant Snowball Royal Ghost Electro Wizard
Arrows
Arrows
Giant Snowball Arrows
Arrows Bats Giant Snowball Mega Minion
Arrows
Arrows Giant Snowball
Arrows Giant Snowball
Bats Giant Snowball Electro Wizard
Arrows Electro Wizard
Giant Snowball Arrows
Giant Snowball
Arrows
Giant Snowball Arrows
Giant Snowball Arrows
Arrows
Giant Snowball Arrows
Bats
Giant Snowball Arrows Mega Minion Electro Wizard
Giant Snowball Arrows
Giant Snowball Arrows
Giant Snowball Arrows
Giant Snowball Arrows
Mega Minion
Arrows Giant Snowball Royal Ghost Electro Wizard
Giant Snowball Arrows
Arrows
Bats Giant Snowball Arrows Electro Wizard
Electro Wizard Bats Giant Snowball Mega Minion
Giant Snowball Mega Minion
Giant Snowball Arrows
Giant Snowball Arrows Electro Wizard
Giant Snowball Arrows
Electro Wizard Bats
Giant Snowball Arrows Mega Minion Electro Wizard
Arrows
Mega Minion Electro Wizard
Arrows Giant Snowball
Giant Snowball Arrows
Mega Minion
Bats Giant Snowball Electro Wizard
Bats Giant Snowball Electro Wizard
Giant Snowball Royal Ghost Electro Wizard

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