My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Minions Princess

Defensive buildings

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

Cannon

Investments

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

Skeletons Bats Electro Giant Princess Mega Knight

Offensive cards

Win conditions

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

Electro 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.

Electro Giant Princess 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 Giant Princess Mega Knight

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 Bats Minions
Giant Snowball
Skeletons Bats Minions Cannon Princess
Zap
Skeletons Bats Minions Cannon Princess
Barbarian Barrel
Skeletons Cannon Princess
The Log
Skeletons Cannon Princess
Earthquake
Skeletons Cannon
Arrows
Skeletons Bats Minions Princess
Royal Delivery
Skeletons Bats Minions Princess
Fireball
Minions Cannon Princess
Poison
Bats Minions Cannon Princess
Lightning
Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Giant Princess

Against ground swarms

Spells and units that can counter ground swarms.

Zap Electro Giant Princess 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 Electro Giant Princess 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.

Princess

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.

Minions

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 Bats Zap Minions Cannon Princess Electro Giant Mega Knight

Shortest cycle

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

8 Skeletons Bats Zap Minions

Attack Synergies 2 6

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
Bats
Mega Knight Zap Minions
Zap
Bats Minions Princess Mega Knight
Minions
Mega Knight Bats Zap
Cannon
Electro Giant
Princess
Zap Mega Knight
Mega Knight
Bats Minions Zap Princess

Defense Synergies 3 15

Skeletons
Cannon Bats Zap Minions Princess
Bats
Skeletons Zap Minions Cannon Mega Knight
Zap
Cannon Mega Knight Skeletons Bats Minions Princess
Minions
Skeletons Bats Zap Cannon Mega Knight
Cannon
Skeletons Zap Bats Minions Electro Giant Princess
Electro Giant
Cannon
Princess
Skeletons Zap Cannon Mega Knight
Mega Knight
Zap Bats Minions Princess

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 Minions Cannon
Skeletons Bats Zap Minions Cannon Mega Knight
Cannon Mega Knight Skeletons Bats Minions
Cannon Skeletons Bats Minions Mega Knight
Princess Mega Knight
Skeletons Bats Zap Minions Cannon Mega Knight
Bats Minions Zap Cannon Princess
Zap Cannon Electro Giant Mega Knight
Cannon Skeletons Minions Princess
Skeletons Cannon Mega Knight
Bats Minions Skeletons Zap Cannon Electro Giant Princess Mega Knight
Minions Bats Zap Princess
Cannon Mega Knight Skeletons Bats Zap Minions
Mega Knight Bats Zap Minions Cannon Princess
Cannon Mega Knight
Zap Cannon Electro Giant Mega Knight
Mega Knight Skeletons Bats Minions Cannon
Cannon Mega Knight Bats Zap Minions
Zap Bats Minions Cannon Princess Mega Knight
Cannon
Mega Knight Bats Minions Cannon Electro Giant
Cannon

Counters to secondary win conditions

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

Mega Knight Skeletons Zap Electro Giant
Zap Mega Knight
Mega Knight Skeletons Bats Zap Minions
Mega Knight Bats Zap
Skeletons Cannon Mega Knight
Electro Giant Skeletons Bats Zap Minions Princess
Skeletons Bats Minions
Mega Knight
Zap Mega Knight Skeletons Bats Minions
Skeletons Cannon
Mega Knight Bats Minions
Mega Knight Zap Electro Giant
Mega Knight Skeletons Cannon
Cannon Electro Giant Princess Mega Knight
Electro Giant Skeletons Bats Zap Minions
Bats Minions Mega Knight Zap Cannon Electro Giant Princess
Zap Cannon

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.)

Princess
Zap Princess
Zap Mega Knight
Electro Giant Bats Zap Minions Princess
Princess
Zap Princess
Zap
Bats Minions
Zap Princess
Zap Princess
Princess
Minions Princess
Princess Zap
Zap Princess
Princess Mega Knight
Bats Minions
Zap Princess Mega Knight
Zap Electro Giant Princess Mega Knight
Minions Mega Knight
Princess
Zap
Zap Electro Giant Princess Mega Knight
Zap Princess
Zap Princess Mega Knight
Zap
Bats Zap Electro Giant Princess
Zap Bats Minions Electro Giant
Zap Mega Knight
Zap Princess
Mega Knight
Princess
Zap Bats Minions Princess
Zap Princess
Princess Mega Knight
Zap Princess
Zap Electro Giant
Mega Knight
Zap Electro Giant Bats Minions Princess
Bats Zap Princess
Zap Electro Giant Princess Mega Knight
Mega Knight

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