My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

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

Bats Electro Giant 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.

Arrows Fireball

Punishments

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

Electro Giant 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.

Electro Giant 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
Bats Skeleton Army
Giant Snowball
Bats Skeleton Army
Zap
Bats Inferno Tower Skeleton Army
Barbarian Barrel
Inferno Tower Skeleton Army
The Log
Skeleton Army
Earthquake
Inferno Tower Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Skeleton Army
Fireball
Inferno Tower Skeleton Army
Poison
Bats Inferno Tower Skeleton Army
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Electro Giant 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 Arrows Inferno Tower Skeleton Army Electro Giant 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 Skeleton Army

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Arrows Skeleton Army Fireball Inferno Tower Electro Giant Mega Knight

Shortest cycle

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

8 Mirror Bats Arrows Skeleton Army

Attack Synergies 5 3

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
Mega Knight
Arrows
Fireball Mirror Mega Knight
Fireball
Arrows Mirror Mega Knight
Inferno Tower
Mirror
Arrows Fireball Electro Giant Skeleton Army
Skeleton Army
Mirror
Electro Giant
Mirror
Mega Knight
Bats Arrows Fireball

Defense Synergies 5 9

Bats
Inferno Tower Mega Knight
Arrows
Mirror Mega Knight Fireball Inferno Tower
Fireball
Mirror Arrows Inferno Tower Mega Knight
Inferno Tower
Skeleton Army Bats Arrows Fireball Mirror Mega Knight
Mirror
Arrows Fireball Skeleton Army Inferno Tower Mega Knight
Skeleton Army
Inferno Tower Mirror
Electro Giant
Mega Knight
Arrows Bats Fireball Inferno Tower Mirror

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 Inferno Tower
Inferno Tower Skeleton Army Bats Mega Knight
Inferno Tower Skeleton Army Mega Knight Bats
Inferno Tower Skeleton Army Bats Mega Knight
Arrows Fireball Skeleton Army Mega Knight
Arrows Fireball Skeleton Army Bats Mega Knight
Bats Inferno Tower Arrows Fireball
Arrows Fireball Inferno Tower Electro Giant Mega Knight
Inferno Tower Skeleton Army
Skeleton Army Inferno Tower Mega Knight
Bats Skeleton Army Arrows Fireball Electro Giant Mega Knight
Arrows Inferno Tower Bats Fireball
Inferno Tower Skeleton Army Mega Knight Bats Fireball
Fireball Skeleton Army Mega Knight Bats Arrows
Inferno Tower Skeleton Army Mega Knight
Inferno Tower Skeleton Army Fireball Electro Giant Mega Knight
Mega Knight Bats Arrows Fireball Inferno Tower Skeleton Army
Arrows Fireball Mega Knight Bats Skeleton Army
Arrows Bats Fireball Mega Knight
Inferno Tower
Skeleton Army Mega Knight Bats Arrows Fireball Electro Giant

Counters to secondary win conditions

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

Skeleton Army Mega Knight Fireball Inferno Tower Electro Giant
Fireball Arrows Mega Knight
Skeleton Army Mega Knight Bats Inferno Tower
Skeleton Army Mega Knight Bats Fireball Inferno Tower
Inferno Tower Skeleton Army Mega Knight
Arrows Fireball Electro Giant Bats
Skeleton Army Bats Fireball Inferno Tower
Inferno Tower Mega Knight Skeleton Army
Mega Knight Bats Fireball Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Mega Knight Bats Inferno Tower
Skeleton Army Mega Knight Arrows Fireball Electro Giant
Skeleton Army Mega Knight Fireball Inferno Tower
Fireball Skeleton Army Electro Giant Mega Knight
Inferno Tower Skeleton Army Electro Giant Bats Fireball
Bats Arrows Mega Knight Fireball Inferno Tower Electro Giant
Arrows Fireball Inferno Tower

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 Arrows
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Arrows Mega Knight
Arrows Fireball Electro Giant Bats
Arrows
Arrows Fireball
Arrows Fireball
Bats Fireball
Arrows Fireball
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Mega Knight
Arrows Fireball
Bats
Arrows Fireball Mega Knight
Arrows Fireball Electro Giant Mega Knight
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Arrows Electro Giant Fireball Mega Knight
Arrows Fireball
Fireball Arrows Mega Knight
Fireball Arrows
Bats Arrows Fireball Electro Giant
Bats Fireball Electro Giant
Fireball
Arrows Fireball Mega Knight
Arrows Fireball
Mega Knight
Arrows Fireball
Bats Fireball Skeleton Army
Fireball Arrows
Arrows Fireball
Fireball Mega Knight
Arrows Fireball
Arrows Fireball Electro Giant
Mega Knight
Electro Giant Bats Fireball
Bats Fireball
Fireball Electro Giant Mega Knight
Fireball Mega Knight

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