My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Magic Archer Little Prince

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 Knight Magic Archer Mega Knight Little Prince

Offensive cards

Win conditions

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

Missing

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.

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.

Knight Magic Archer 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.

Magic Archer

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
Giant Snowball
Bats Guards Skeleton Army Little Prince
Zap
Bats Guards Skeleton Army Little Prince
Barbarian Barrel
Knight Guards Skeleton Army Magic Archer Little Prince
The Log
Guards Skeleton Army Little Prince
Earthquake
Guards Skeleton Army
Arrows
Bats Guards Skeleton Army Little Prince
Royal Delivery
Bats Knight Guards Skeleton Army Magic Archer Little Prince
Fireball
Skeleton Army Magic Archer Little Prince
Poison
Bats Guards Skeleton Army Magic Archer Little Prince
Lightning
Knight Magic Archer Little Prince
Rocket
Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer 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 Knight Guards Skeleton Army 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Knight Guards Skeleton Army Little Prince Magic Archer Mega Knight

Shortest cycle

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

10 Bats Zap Knight 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
Knight Mega Knight Zap
Zap
Bats Knight Guards Magic Archer Mega Knight Little Prince
Knight
Bats Zap Magic Archer Little Prince
Guards
Zap
Skeleton Army
Magic Archer
Zap Knight Mega Knight
Mega Knight
Bats Zap Magic Archer
Little Prince
Zap Knight

Defense Synergies 4 12

Bats
Knight Zap Mega Knight
Zap
Mega Knight Bats Knight Guards Skeleton Army Magic Archer Little Prince
Knight
Bats Magic Archer Little Prince Zap Skeleton Army
Guards
Zap Skeleton Army Magic Archer
Skeleton Army
Zap Knight Guards Magic Archer
Magic Archer
Knight Zap Guards Skeleton Army Mega Knight
Mega Knight
Zap Bats Magic Archer
Little Prince
Knight Zap

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 Knight Magic Archer
Skeleton Army Bats Zap Knight Mega Knight
Skeleton Army Mega Knight Bats Knight
Skeleton Army Bats Knight Guards Mega Knight
Skeleton Army Mega Knight
Skeleton Army Bats Zap Guards Magic Archer Mega Knight
Bats Zap Magic Archer Little Prince
Zap Magic Archer Mega Knight
Skeleton Army
Knight Guards Skeleton Army Mega Knight Little Prince
Bats Guards Skeleton Army Zap Knight Magic Archer Mega Knight
Bats Zap Magic Archer
Skeleton Army Mega Knight Bats Zap Knight Guards
Skeleton Army Mega Knight Bats Zap Guards Magic Archer
Skeleton Army Knight Mega Knight
Skeleton Army Zap Mega Knight
Mega Knight Bats Knight Skeleton Army
Mega Knight Bats Zap Knight Guards Skeleton Army Magic Archer Little Prince
Zap Bats Knight Guards Magic Archer Mega Knight Little Prince
Skeleton Army Mega Knight Bats Knight Guards Little Prince
Guards Skeleton Army

Counters to secondary win conditions

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

Knight Guards Skeleton Army Mega Knight Zap
Zap Knight Magic Archer Mega Knight
Guards Skeleton Army Mega Knight Bats Zap Knight
Guards Skeleton Army Mega Knight Bats Zap Knight
Knight Guards Skeleton Army Mega Knight
Bats Zap Magic Archer
Guards Skeleton Army Bats Knight
Mega Knight Knight Skeleton Army
Zap Mega Knight Bats Knight Skeleton Army Magic Archer
Guards Skeleton Army
Mega Knight Bats Knight Guards
Skeleton Army Mega Knight Zap Guards
Skeleton Army Mega Knight Knight Guards
Skeleton Army Magic Archer Mega Knight
Guards Skeleton Army Bats Zap Knight Magic Archer Little Prince
Bats Mega Knight Zap Magic Archer
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.)

Magic Archer Knight Guards
Zap Magic Archer
Magic Archer
Knight Guards
Zap Magic Archer Mega Knight
Bats Zap Magic Archer
Magic Archer
Zap Magic Archer
Zap
Bats Guards
Zap Knight Magic Archer
Zap Magic Archer
Knight Magic Archer
Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer Mega Knight
Bats
Zap Magic Archer Mega Knight
Zap Magic Archer Mega Knight Little Prince
Magic Archer Mega Knight
Zap
Zap Magic Archer Mega Knight Little Prince
Zap Magic Archer
Zap Magic Archer Mega Knight
Zap Magic Archer
Bats Zap Magic Archer Little Prince
Zap Bats Guards
Zap Magic Archer Mega Knight
Zap Magic Archer
Mega Knight
Magic Archer
Zap Bats Guards Skeleton Army Magic Archer
Zap Magic Archer
Knight Magic Archer Mega Knight
Zap Magic Archer
Zap
Mega Knight
Zap Bats Guards Magic Archer
Bats Zap Magic Archer
Zap Magic Archer Mega Knight Little Prince
Mega Knight

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