My Best Clash Royale Deck

Deck Check Rating

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

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Dark Prince Mega Knight

Offensive cards

Win conditions

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

Mortar

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.

Mortar Dark Prince 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.

Mortar Dark Prince 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.

Dark Prince

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 Guards Skeleton Army Dark Prince
Giant Snowball
Bats Guards Skeleton Army
Zap
Bats Mortar Guards Skeleton Army Dark Prince
Barbarian Barrel
Mortar Guards Skeleton Army Dark Prince
The Log
Guards Skeleton Army Dark Prince
Earthquake
Mortar Guards Skeleton Army
Arrows
Bats Guards Skeleton Army
Royal Delivery
Bats Guards Skeleton Army Dark Prince
Fireball
Mortar Skeleton Army
Poison
Bats Mortar Guards Skeleton Army
Lightning
Mortar Dark Prince
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar Dark Prince 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 Guards Skeleton Army Dark Prince 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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Zap Guards Skeleton Army Mortar Dark Prince Mega Knight

Shortest cycle

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

7 Mirror Bats Zap Guards

Attack Synergies 2 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 Knight Zap Mortar Dark Prince
Zap
Mirror Bats Mortar Guards Dark Prince Mega Knight
Mortar
Bats Zap Dark Prince
Mirror
Zap Skeleton Army
Guards
Zap
Skeleton Army
Mirror
Dark Prince
Bats Zap Mortar
Mega Knight
Bats Zap

Defense Synergies 3 13

Bats
Zap Mortar Dark Prince Mega Knight
Zap
Mirror Mega Knight Bats Mortar Guards Skeleton Army Dark Prince
Mortar
Bats Zap Mirror Guards Skeleton Army
Mirror
Zap Skeleton Army Mortar Mega Knight
Guards
Zap Mortar Skeleton Army
Skeleton Army
Mirror Zap Mortar Guards
Dark Prince
Bats Zap
Mega Knight
Zap Bats Mirror

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 Mortar
Skeleton Army Bats Zap Mortar Dark Prince Mega Knight
Mortar Skeleton Army Mega Knight Bats Dark Prince
Skeleton Army Bats Mortar Guards Dark Prince Mega Knight
Skeleton Army Dark Prince Mega Knight
Skeleton Army Bats Zap Guards Dark Prince Mega Knight
Bats Zap Mortar
Zap Mega Knight
Mortar Skeleton Army
Guards Skeleton Army Dark Prince Mega Knight
Bats Guards Skeleton Army Zap Dark Prince Mega Knight
Bats Zap
Mortar Skeleton Army Mega Knight Bats Zap Guards Dark Prince
Skeleton Army Mega Knight Bats Zap Mortar Guards Dark Prince
Skeleton Army Mortar Mega Knight
Skeleton Army Zap Mortar Mega Knight
Mega Knight Bats Mortar Skeleton Army Dark Prince
Mortar Mega Knight Bats Zap Guards Skeleton Army Dark Prince
Zap Mortar Bats Guards Dark Prince Mega Knight
Mortar
Skeleton Army Dark Prince Mega Knight Bats Guards
Mortar

Counters to secondary win conditions

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

Guards Skeleton Army Mega Knight Zap Dark Prince
Zap Mortar Mega Knight
Guards Skeleton Army Mega Knight Bats Zap Dark Prince
Guards Skeleton Army Dark Prince Mega Knight Bats Zap
Guards Skeleton Army Dark Prince Mega Knight
Bats Zap
Guards Skeleton Army Dark Prince Bats
Mega Knight Skeleton Army Dark Prince
Zap Mega Knight Bats Mortar Skeleton Army Dark Prince
Guards Skeleton Army
Mega Knight Bats Guards Dark Prince
Skeleton Army Mega Knight Zap Guards Dark Prince
Skeleton Army Dark Prince Mega Knight Guards
Skeleton Army Mega Knight
Guards Skeleton Army Bats Zap Mortar Dark Prince
Bats Mega Knight Zap Dark Prince
Zap Mortar

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.)

Mortar Guards
Mortar Zap
Guards Dark Prince
Zap Mortar Dark Prince Mega Knight
Bats Zap
Mortar
Zap
Zap Mortar
Bats Guards
Zap Mortar Dark Prince
Zap
Mortar
Mortar
Zap Mortar
Zap Mortar
Mortar Mega Knight
Mortar
Bats
Zap Mortar Dark Prince Mega Knight
Zap Mortar Mega Knight
Mega Knight
Zap Mortar
Zap Mortar Dark Prince Mega Knight
Mortar Zap
Zap Mortar Mega Knight
Zap Mortar
Bats Zap
Zap Bats Guards
Zap Mortar Mega Knight
Zap
Mega Knight
Zap Bats Guards Skeleton Army Dark Prince
Zap
Dark Prince Mega Knight
Zap Mortar
Zap
Dark Prince Mega Knight
Zap Bats Guards
Bats Zap
Zap Mortar Dark Prince Mega Knight
Mortar Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: