My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Wizard 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 Wizard Giant Skeleton Electro Wizard Mega Knight

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.

Fireball

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.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Giant Skeleton 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.

Giant Skeleton 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 Clone Giant Skeleton
Giant Snowball
Bats Clone
Zap
Bats Clone
Barbarian Barrel
Wizard Clone Giant Skeleton Electro Wizard
The Log
Clone Giant Skeleton
Earthquake
Clone
Arrows
Bats Clone
Royal Delivery
Bats Wizard Clone Giant Skeleton Electro Wizard
Fireball
Wizard Clone Electro Wizard
Poison
Bats Wizard Clone Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Bats Clone Giant Skeleton 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.

Fireball

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.

Fireball Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Clone Fireball Electro Wizard Wizard Giant Skeleton Mega Knight

Shortest cycle

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

9 Mirror Bats Clone Fireball

Attack Synergies 4 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
Giant Skeleton Mega Knight Clone
Fireball
Mirror Electro Wizard Mega Knight
Wizard
Giant Skeleton Mega Knight
Mirror
Fireball Giant Skeleton
Clone
Giant Skeleton Bats Electro Wizard
Giant Skeleton
Bats Clone Wizard Mirror Electro Wizard
Electro Wizard
Fireball Clone Giant Skeleton Mega Knight
Mega Knight
Bats Fireball Wizard Electro Wizard

Defense Synergies 1 12

Bats
Giant Skeleton Electro Wizard Mega Knight
Fireball
Mirror Electro Wizard Mega Knight
Wizard
Giant Skeleton Electro Wizard Mega Knight
Mirror
Fireball Electro Wizard Mega Knight
Clone
Giant Skeleton
Bats Wizard Electro Wizard
Electro Wizard
Bats Fireball Wizard Mirror Giant Skeleton Mega Knight
Mega Knight
Bats Fireball Wizard Mirror Electro 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.

Fireball Wizard Electro Wizard
Bats Electro Wizard Mega Knight
Mega Knight Bats Giant Skeleton Electro Wizard
Bats Electro Wizard Mega Knight
Fireball Giant Skeleton Mega Knight
Fireball Bats Electro Wizard Mega Knight
Bats Electro Wizard Fireball Wizard
Fireball Giant Skeleton Electro Wizard Mega Knight
Giant Skeleton Electro Wizard Mega Knight
Bats Electro Wizard Fireball Wizard Giant Skeleton Mega Knight
Bats Fireball Wizard Electro Wizard
Mega Knight Bats Fireball Wizard Giant Skeleton Electro Wizard
Fireball Wizard Mega Knight Bats Electro Wizard
Electro Wizard Mega Knight
Fireball Electro Wizard Mega Knight
Wizard Mega Knight Bats Fireball Electro Wizard
Fireball Mega Knight Bats Wizard Electro Wizard
Wizard Bats Fireball Giant Skeleton Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Bats Fireball Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Mega Knight Fireball Giant Skeleton Electro Wizard
Fireball Electro Wizard Wizard Mega Knight
Giant Skeleton Mega Knight Bats Electro Wizard
Giant Skeleton Mega Knight Bats Fireball Electro Wizard
Giant Skeleton Mega Knight
Fireball Wizard Bats Electro Wizard
Bats Fireball Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight
Giant Skeleton Electro Wizard Mega Knight Bats Fireball
Mega Knight Bats Giant Skeleton
Mega Knight Fireball Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Fireball Wizard
Wizard Fireball Mega Knight
Electro Wizard Bats Fireball Giant Skeleton
Bats Mega Knight Fireball Wizard Giant Skeleton Electro Wizard
Fireball 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.)

Fireball Giant Skeleton
Fireball Electro Wizard
Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball Wizard Mega Knight
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Wizard
Bats Fireball Electro Wizard
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Bats
Fireball Wizard Electro Wizard Mega Knight
Fireball Wizard Mega Knight
Fireball Giant Skeleton Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Electro Wizard
Fireball Wizard Mega Knight
Fireball
Bats Fireball Wizard Electro Wizard
Electro Wizard Bats Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Fireball Electro Wizard
Giant Skeleton Mega Knight
Fireball Wizard
Electro Wizard Bats Fireball
Fireball Wizard Electro Wizard
Fireball
Fireball Wizard Electro Wizard Mega Knight
Fireball Wizard
Fireball Giant Skeleton
Mega Knight
Bats Fireball Giant Skeleton Electro Wizard
Bats Fireball Electro Wizard
Fireball Giant Skeleton Electro Wizard Mega Knight
Fireball Wizard Mega Knight

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