My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Rage

Punishments

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

Elite Barbarians Hog Rider 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.

Elite Barbarians Hog Rider 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.

Elite Barbarians Hog Rider 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 Elite Barbarians Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Skeleton Army
Barbarian Barrel
Elite Barbarians Skeleton Army Electro Wizard
The Log
Elite Barbarians Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Elite Barbarians Hog Rider Skeleton Army Electro Wizard
Fireball
Elite Barbarians Hog Rider Skeleton Army Electro Wizard
Poison
Bats Skeleton Army Electro Wizard
Lightning
Elite Barbarians Electro Wizard
Rocket
Elite Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Rage 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.

Elite Barbarians 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Arrows Skeleton Army Hog Rider Electro Wizard Elite Barbarians Mega Knight

Shortest cycle

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

10 Bats Rage Arrows Skeleton Army

Attack Synergies 6 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
Hog Rider Mega Knight Elite Barbarians Rage
Arrows
Elite Barbarians Hog Rider Mega Knight
Elite Barbarians
Arrows Rage Bats Hog Rider Mega Knight
Hog Rider
Bats Arrows Rage Elite Barbarians Electro Wizard Mega Knight
Rage
Elite Barbarians Hog Rider Bats Electro Wizard
Skeleton Army
Electro Wizard
Hog Rider Rage Mega Knight
Mega Knight
Bats Arrows Elite Barbarians Hog Rider Electro Wizard

Defense Synergies 1 5

Bats
Electro Wizard Mega Knight
Arrows
Mega Knight
Elite Barbarians
Mega Knight
Hog Rider
Rage
Skeleton Army
Electro Wizard
Electro Wizard
Bats Skeleton Army Mega Knight
Mega Knight
Arrows Bats Elite Barbarians 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.

Electro Wizard
Elite Barbarians Skeleton Army Bats Electro Wizard Mega Knight
Skeleton Army Mega Knight Bats Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army Bats Electro Wizard Mega Knight
Arrows Elite Barbarians Skeleton Army Mega Knight
Arrows Skeleton Army Bats Electro Wizard Mega Knight
Bats Electro Wizard Arrows
Arrows Electro Wizard Mega Knight
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Electro Wizard Mega Knight
Bats Skeleton Army Electro Wizard Arrows Mega Knight
Arrows Bats Electro Wizard
Skeleton Army Mega Knight Bats Elite Barbarians Electro Wizard
Skeleton Army Mega Knight Bats Arrows Electro Wizard
Elite Barbarians Skeleton Army Electro Wizard Mega Knight
Skeleton Army Elite Barbarians Electro Wizard Mega Knight
Mega Knight Bats Arrows Elite Barbarians Skeleton Army Electro Wizard
Arrows Mega Knight Bats Elite Barbarians Skeleton Army Electro Wizard
Arrows Bats Electro Wizard Mega Knight
Elite Barbarians Electro Wizard
Skeleton Army Mega Knight Bats Arrows Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Elite Barbarians Electro Wizard
Electro Wizard Arrows Elite Barbarians Mega Knight
Skeleton Army Mega Knight Bats Elite Barbarians Electro Wizard
Skeleton Army Mega Knight Bats Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army Mega Knight
Arrows Bats Electro Wizard
Skeleton Army Bats Elite Barbarians Electro Wizard
Mega Knight Elite Barbarians Skeleton Army
Electro Wizard Mega Knight Bats Elite Barbarians Skeleton Army
Skeleton Army
Mega Knight Bats Elite Barbarians
Skeleton Army Mega Knight Arrows Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Mega Knight
Elite Barbarians Skeleton Army Electro Wizard Bats
Bats Arrows Mega Knight Elite Barbarians Electro Wizard
Arrows 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.)

Arrows
Arrows Electro Wizard
Arrows
Arrows
Arrows Mega Knight
Arrows Bats
Arrows
Arrows
Arrows
Bats Elite Barbarians Electro Wizard
Arrows Electro Wizard
Arrows
Elite Barbarians
Arrows
Arrows Elite Barbarians
Arrows
Arrows Mega Knight
Arrows
Bats
Arrows Electro Wizard Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Arrows Electro Wizard
Arrows Mega Knight
Arrows
Elite Barbarians Bats Arrows Electro Wizard
Electro Wizard Bats
Elite Barbarians
Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Bats Skeleton Army
Arrows Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows
Arrows
Elite Barbarians Mega Knight
Bats Elite Barbarians Electro Wizard
Bats Electro Wizard
Electro Wizard Mega Knight
Mega Knight

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