My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Tesla Hunter Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Bats Firecracker Tesla Royal Giant Hunter Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rage

Punishments

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

Royal Giant 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.

Royal Giant 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.

Firecracker 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 Royal Giant
Giant Snowball
Bats
Zap
Bats Firecracker Royal Giant
Barbarian Barrel
Firecracker Tesla Hunter Electro Wizard
The Log
Firecracker Royal Giant Hunter
Earthquake
Firecracker Tesla
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Hunter Electro Wizard
Fireball
Firecracker Tesla Hunter Electro Wizard
Poison
Bats Firecracker Hunter Electro Wizard
Lightning
Tesla Hunter Electro Wizard
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Firecracker Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Hunter 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 Rage 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.

Royal Giant

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 Firecracker Tesla Hunter Electro Wizard Royal Giant Mega Knight

Shortest cycle

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

11 Bats Rage Firecracker Tesla

Attack Synergies 4 7

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
Royal Giant Mega Knight Firecracker Rage
Firecracker
Royal Giant Bats Mega Knight
Tesla
Royal Giant
Bats Firecracker Hunter Electro Wizard
Rage
Bats Electro Wizard
Hunter
Royal Giant Mega Knight
Electro Wizard
Royal Giant Rage Mega Knight
Mega Knight
Bats Firecracker Hunter Electro Wizard

Defense Synergies 0 13

Bats
Firecracker Tesla Hunter Electro Wizard Mega Knight
Firecracker
Bats Tesla Hunter Electro Wizard Mega Knight
Tesla
Bats Firecracker Electro Wizard
Royal Giant
Rage
Hunter
Bats Firecracker Electro Wizard Mega Knight
Electro Wizard
Bats Firecracker Tesla Hunter Mega Knight
Mega Knight
Bats Firecracker Hunter 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.

Firecracker Tesla Electro Wizard
Hunter Bats Firecracker Tesla Electro Wizard Mega Knight
Tesla Hunter Mega Knight Bats Electro Wizard
Tesla Hunter Bats Firecracker Electro Wizard Mega Knight
Firecracker Mega Knight
Bats Firecracker Tesla Hunter Electro Wizard Mega Knight
Bats Tesla Hunter Electro Wizard Firecracker
Tesla Electro Wizard Mega Knight
Tesla Hunter
Firecracker Tesla Hunter Electro Wizard Mega Knight
Bats Electro Wizard Firecracker Tesla Hunter Mega Knight
Tesla Hunter Bats Firecracker Electro Wizard
Tesla Hunter Mega Knight Bats Electro Wizard
Mega Knight Bats Firecracker Tesla Hunter Electro Wizard
Tesla Hunter Electro Wizard Mega Knight
Tesla Hunter Electro Wizard Mega Knight
Tesla Mega Knight Bats Firecracker Hunter Electro Wizard
Tesla Mega Knight Bats Firecracker Hunter Electro Wizard
Hunter Bats Firecracker Tesla Electro Wizard Mega Knight
Tesla Hunter Electro Wizard
Mega Knight Bats Firecracker Tesla Hunter Electro Wizard
Tesla Hunter

Counters to secondary win conditions

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

Mega Knight Tesla Electro Wizard
Electro Wizard Firecracker Tesla Hunter Mega Knight
Mega Knight Bats Hunter Electro Wizard
Hunter Mega Knight Bats Tesla Electro Wizard
Tesla Hunter Mega Knight
Firecracker Bats Tesla Hunter Electro Wizard
Bats Tesla Hunter Electro Wizard
Mega Knight Tesla Hunter
Electro Wizard Mega Knight Bats Firecracker
Tesla
Mega Knight Bats Tesla Hunter
Mega Knight Electro Wizard
Mega Knight Tesla Hunter
Firecracker Tesla Mega Knight
Tesla Electro Wizard Bats Firecracker Hunter
Bats Mega Knight Firecracker Tesla Hunter Electro Wizard
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.)

Firecracker
Firecracker Electro Wizard
Firecracker
Firecracker Mega Knight
Firecracker Bats Hunter
Firecracker
Firecracker Hunter
Firecracker
Bats Electro Wizard
Firecracker Electro Wizard
Firecracker
Firecracker Hunter
Firecracker
Firecracker
Firecracker Hunter
Firecracker Mega Knight
Bats
Firecracker Hunter Electro Wizard Mega Knight
Firecracker Mega Knight
Mega Knight
Firecracker Hunter Mega Knight
Firecracker Hunter Electro Wizard
Mega Knight
Firecracker
Bats Firecracker Hunter Electro Wizard
Electro Wizard Bats Firecracker
Hunter Mega Knight
Firecracker Electro Wizard
Mega Knight
Firecracker
Electro Wizard Bats
Firecracker Hunter Electro Wizard
Firecracker Hunter Electro Wizard Mega Knight
Firecracker
Firecracker Mega Knight
Bats Firecracker Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Electro Wizard Mega Knight
Firecracker Mega Knight

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