My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Firecracker Mega Minion 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 Knight Firecracker Mega Minion Elixir Golem Wizard

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elixir Golem

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 Elixir Golem

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.

Firecracker

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 Elixir Golem
Giant Snowball
Bats Mega Minion
Zap
Bats Firecracker
Barbarian Barrel
Knight Firecracker Elixir Golem Wizard
The Log
Firecracker Elixir Golem
Earthquake
Firecracker Elixir Golem
Arrows
Bats Firecracker
Royal Delivery
Bats Knight Firecracker Mega Minion Elixir Golem Wizard
Fireball
Firecracker Mega Minion Elixir Golem Wizard
Poison
Bats Firecracker Mega Minion Elixir Golem Wizard
Lightning
Knight Mega Minion Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard

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 Arrows Knight Mega Minion Elixir Golem

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Berserker Arrows Knight Firecracker Mega Minion Elixir Golem Wizard

Shortest cycle

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

10 Bats Berserker Arrows Knight

Attack Synergies 4 10

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 Firecracker Mega Minion Elixir Golem
Berserker
Arrows
Knight Mega Minion Elixir Golem
Knight
Bats Firecracker Mega Minion Arrows Wizard
Firecracker
Knight Elixir Golem Bats Mega Minion
Mega Minion
Knight Bats Arrows Firecracker Elixir Golem
Elixir Golem
Firecracker Bats Arrows Mega Minion Wizard
Wizard
Knight Elixir Golem

Defense Synergies 3 6

Bats
Knight Firecracker
Berserker
Arrows
Knight Mega Minion
Knight
Bats Firecracker Mega Minion Arrows Wizard
Firecracker
Knight Bats Mega Minion
Mega Minion
Knight Arrows Firecracker Wizard
Elixir Golem
Wizard
Knight Mega Minion

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.

Knight Firecracker Mega Minion Wizard
Bats Knight Firecracker Mega Minion
Bats Knight Mega Minion
Bats Knight Firecracker Mega Minion
Arrows Firecracker
Arrows Bats Firecracker Mega Minion
Bats Mega Minion Arrows Firecracker Wizard
Arrows
Knight Firecracker
Bats Arrows Knight Firecracker Mega Minion Wizard
Arrows Mega Minion Bats Firecracker Wizard
Bats Knight Wizard
Wizard Bats Arrows Firecracker Mega Minion
Knight
Wizard Bats Arrows Knight Firecracker
Arrows Bats Knight Firecracker Mega Minion Wizard
Arrows Wizard Bats Knight Firecracker Mega Minion
Wizard Bats Arrows Knight Firecracker

Counters to secondary win conditions

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

Knight
Arrows Knight Firecracker Mega Minion Wizard
Bats Knight
Bats Knight
Knight
Arrows Firecracker Wizard Bats
Bats Knight Mega Minion
Knight
Bats Knight Firecracker Mega Minion
Mega Minion
Bats Knight Mega Minion
Arrows
Knight Wizard
Wizard Firecracker
Bats Knight Firecracker Mega Minion
Bats Arrows Firecracker Mega Minion Wizard
Arrows

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.)

Arrows Knight Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker
Wizard Arrows Firecracker
Arrows Firecracker Wizard Bats Mega Minion
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Bats
Firecracker Arrows Knight Wizard
Arrows Firecracker Wizard
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Bats
Arrows Firecracker Mega Minion Wizard
Arrows Firecracker Wizard
Arrows Wizard
Arrows
Arrows Firecracker Wizard
Mega Minion
Arrows Firecracker Wizard
Arrows Wizard
Arrows Firecracker
Bats Arrows Firecracker Wizard
Bats Firecracker Mega Minion Wizard
Mega Minion
Arrows Wizard
Arrows Firecracker
Arrows Firecracker Wizard
Bats
Arrows Firecracker Mega Minion Wizard
Arrows
Knight Firecracker Mega Minion Wizard
Arrows Firecracker Wizard
Arrows
Firecracker Mega Minion
Bats Firecracker
Firecracker Bats
Firecracker
Firecracker Wizard

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