My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

Spear Goblins Bats Wizard Ram Rider

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.

Skeletons Spear Goblins Bats Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

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.

Ram Rider 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.

Electro Spirit Spear Goblins Ram Rider 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.

Electro Spirit Ram Rider

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
Skeletons Spear Goblins Bats Ram Rider
Giant Snowball
Skeletons Spear Goblins Bats Ram Rider
Zap
Skeletons Spear Goblins Bats Ram Rider
Barbarian Barrel
Skeletons Electro Spirit Spear Goblins Wizard
The Log
Skeletons Electro Spirit Spear Goblins Ram Rider
Earthquake
Skeletons Spear Goblins
Arrows
Skeletons Electro Spirit Spear Goblins Bats
Royal Delivery
Skeletons Electro Spirit Spear Goblins Bats Wizard Ram Rider
Fireball
Wizard Ram Rider
Poison
Spear Goblins Bats Wizard
Lightning
Wizard Ram Rider
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Spear Goblins Bats 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.

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.

Skeletons Electro Spirit Spear Goblins Bats Zap Wizard Ram Rider Mega Knight

Shortest cycle

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

6 Skeletons Electro Spirit Spear Goblins Bats

Attack Synergies 2 11

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.

Skeletons
Electro Spirit
Zap Ram Rider
Spear Goblins
Zap Ram Rider Mega Knight
Bats
Mega Knight Zap Ram Rider
Zap
Ram Rider Electro Spirit Spear Goblins Bats Mega Knight
Wizard
Ram Rider Mega Knight
Ram Rider
Zap Electro Spirit Spear Goblins Bats Wizard Mega Knight
Mega Knight
Bats Spear Goblins Zap Wizard Ram Rider

Defense Synergies 1 14

Skeletons
Electro Spirit Spear Goblins Bats Zap Wizard Ram Rider
Electro Spirit
Skeletons Zap
Spear Goblins
Skeletons Bats Zap Mega Knight
Bats
Skeletons Spear Goblins Zap Mega Knight
Zap
Mega Knight Skeletons Electro Spirit Spear Goblins Bats Ram Rider
Wizard
Skeletons Mega Knight
Ram Rider
Skeletons Zap
Mega Knight
Zap Spear Goblins Bats 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.

Spear Goblins Zap Wizard Ram Rider
Skeletons Bats Zap Ram Rider Mega Knight
Ram Rider Mega Knight Skeletons Bats
Skeletons Bats Ram Rider Mega Knight
Mega Knight
Skeletons Electro Spirit Spear Goblins Bats Zap Mega Knight
Bats Ram Rider Electro Spirit Spear Goblins Zap Wizard
Electro Spirit Zap Ram Rider Mega Knight
Skeletons
Skeletons Spear Goblins Mega Knight
Bats Skeletons Electro Spirit Spear Goblins Zap Wizard Ram Rider Mega Knight
Spear Goblins Bats Zap Wizard Ram Rider
Mega Knight Skeletons Bats Zap Wizard Ram Rider
Wizard Mega Knight Electro Spirit Bats Zap
Ram Rider Mega Knight
Zap Ram Rider Mega Knight
Wizard Mega Knight Skeletons Bats
Mega Knight Electro Spirit Spear Goblins Bats Zap Wizard Ram Rider
Zap Wizard Electro Spirit Spear Goblins Bats Ram Rider Mega Knight
Ram Rider
Wizard Mega Knight Electro Spirit Spear Goblins Bats

Counters to secondary win conditions

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

Mega Knight Skeletons Spear Goblins Zap
Zap Wizard Mega Knight
Mega Knight Skeletons Spear Goblins Bats Zap Ram Rider
Mega Knight Bats Zap Ram Rider
Skeletons Ram Rider Mega Knight
Wizard Skeletons Electro Spirit Bats Zap Ram Rider
Skeletons Spear Goblins Bats Ram Rider
Mega Knight
Zap Mega Knight Skeletons Electro Spirit Spear Goblins Bats
Skeletons
Mega Knight Bats
Mega Knight Zap
Mega Knight Skeletons Wizard Ram Rider
Wizard Mega Knight
Skeletons Electro Spirit Spear Goblins Bats Zap
Bats Mega Knight Electro Spirit Zap Wizard
Electro Spirit 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.)

Zap Ram Rider
Wizard Zap Mega Knight
Wizard Electro Spirit Spear Goblins Bats Zap Ram Rider
Wizard
Zap Wizard Ram Rider
Zap Wizard Ram Rider
Bats
Zap Wizard Ram Rider
Zap Wizard
Zap
Spear Goblins Zap Wizard
Wizard Mega Knight
Bats
Zap Wizard Mega Knight
Zap Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Electro Spirit Wizard Mega Knight
Zap Wizard Ram Rider
Zap Wizard Ram Rider Mega Knight
Zap
Bats Zap Wizard
Zap Electro Spirit Bats Wizard
Zap Wizard Mega Knight
Zap Electro Spirit
Mega Knight
Wizard
Zap Electro Spirit Spear Goblins Bats
Zap Wizard Ram Rider
Wizard Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Electro Spirit Bats
Bats Zap
Zap Mega Knight
Wizard Mega Knight

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