My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

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.

Goblin Cage

Investments

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

Skeletons Ice Spirit Bomber Bats Knight Royal Giant Goblin Cage

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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.

Ice Spirit Knight Royal Giant

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 Bomber Bats Royal Giant
Giant Snowball
Skeletons Bomber Bats
Zap
Skeletons Bomber Bats Royal Giant
Barbarian Barrel
Skeletons Ice Spirit Bomber Knight Goblin Cage
The Log
Skeletons Ice Spirit Bomber Royal Giant Goblin Cage
Earthquake
Skeletons Bomber Goblin Cage
Arrows
Skeletons Ice Spirit Bomber Bats
Royal Delivery
Skeletons Ice Spirit Bomber Bats Knight Goblin Cage
Fireball
Bomber Goblin Cage
Poison
Bomber Bats Goblin Cage
Lightning
Knight Goblin Cage
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Bomber Zap

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.

Ice Spirit Bats 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.

Royal Giant

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 Spirit

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Bomber Bats Zap Knight Goblin Cage Royal Giant

Shortest cycle

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

6 Skeletons Ice Spirit Bomber Bats

Attack Synergies 7 12

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
Ice Spirit
Zap Knight Royal Giant Goblin Cage Bomber Bats Royal Giant
Bomber
Royal Giant Ice Spirit Bats Zap Knight Goblin Cage
Bats
Knight Royal Giant Ice Spirit Bomber Zap Goblin Cage
Zap
Ice Spirit Bomber Bats Knight Royal Giant Goblin Cage
Knight
Ice Spirit Bats Bomber Zap
Royal Giant
Ice Spirit Bomber Bats Ice Spirit Zap
Goblin Cage
Ice Spirit Bomber Bats Zap

Defense Synergies 5 16

Skeletons
Goblin Cage Ice Spirit Bomber Bats Zap Knight
Ice Spirit
Zap Goblin Cage Skeletons Bomber Bats Knight
Bomber
Knight Skeletons Ice Spirit Bats Zap Goblin Cage
Bats
Knight Skeletons Ice Spirit Bomber Zap Goblin Cage
Zap
Ice Spirit Skeletons Bomber Bats Knight Goblin Cage
Knight
Bomber Bats Skeletons Ice Spirit Zap Goblin Cage
Royal Giant
Goblin Cage
Skeletons Ice Spirit Bomber Bats Zap Knight

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.

Bomber Zap Knight Goblin Cage
Skeletons Ice Spirit Bats Zap Knight Goblin Cage
Goblin Cage Skeletons Bomber Bats Knight
Goblin Cage Skeletons Bats Knight
Bomber Goblin Cage
Skeletons Bomber Bats Zap
Bats Ice Spirit Zap Goblin Cage
Zap Goblin Cage
Skeletons Goblin Cage
Knight Skeletons Ice Spirit Bomber
Bats Skeletons Bomber Zap Knight
Bats Zap
Goblin Cage Skeletons Ice Spirit Bomber Bats Zap Knight
Bomber Ice Spirit Bats Zap Goblin Cage
Knight Goblin Cage
Ice Spirit Zap Goblin Cage
Skeletons Bomber Bats Knight Goblin Cage
Ice Spirit Goblin Cage Bomber Bats Zap Knight
Zap Goblin Cage Ice Spirit Bomber Bats Knight
Goblin Cage
Bomber Bats Knight

Counters to secondary win conditions

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

Knight Skeletons Zap Goblin Cage
Bomber Zap Knight
Skeletons Ice Spirit Bats Zap Knight Goblin Cage
Bats Zap Knight Goblin Cage
Skeletons Knight Goblin Cage
Skeletons Ice Spirit Bats Zap
Skeletons Bats Knight Goblin Cage
Knight Goblin Cage
Zap Goblin Cage Skeletons Ice Spirit Bats Knight
Skeletons Goblin Cage
Bats Knight Goblin Cage
Zap Goblin Cage
Skeletons Knight Goblin Cage
Bomber Goblin Cage
Skeletons Ice Spirit Bomber Bats Zap Knight Goblin Cage
Bats Bomber Zap Goblin Cage
Bomber Zap Goblin Cage

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.)

Knight
Zap
Knight
Bomber Zap
Ice Spirit Bats Zap
Bomber
Ice Spirit Zap
Zap
Bats
Zap Knight
Zap
Knight
Zap
Bomber Zap
Bomber Bats
Bomber Zap
Bomber Zap
Zap
Zap Ice Spirit Bomber
Zap
Zap
Zap
Bats Zap
Zap Ice Spirit Bats
Bomber Zap
Zap Ice Spirit
Zap Ice Spirit Bats
Zap
Knight
Bomber Zap
Zap
Zap Ice Spirit Bats
Bats Zap
Zap

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