My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 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 Firecracker Giant Wizard Mega Knight Skeleton King

Offensive cards

Win conditions

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

Giant Wall Breakers

Damage spells

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

Missing

Punishments

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

Giant Wall Breakers 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.

Giant Wall Breakers Mega Knight Skeleton King

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 Goblin Machine

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 Giant Wall Breakers Skeleton King
Giant Snowball
Bats Wall Breakers Skeleton King
Zap
Bats Firecracker Wall Breakers Skeleton King
Barbarian Barrel
Firecracker Wizard Wall Breakers Skeleton King
The Log
Firecracker Wall Breakers Skeleton King
Earthquake
Firecracker Skeleton King
Arrows
Bats Firecracker Wall Breakers Skeleton King
Royal Delivery
Bats Firecracker Wizard Wall Breakers Skeleton King
Fireball
Firecracker Wizard Wall Breakers Skeleton King
Poison
Bats Firecracker Wizard Skeleton King
Lightning
Wizard Skeleton King
Rocket
Wizard Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Goblin Machine Mega Knight Skeleton King

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 Goblin Machine Mega Knight

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Wall Breakers Firecracker Skeleton King Giant Wizard Goblin Machine Mega Knight

Shortest cycle

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

11 Bats Wall Breakers Firecracker Skeleton King

Attack Synergies 2 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
Giant Mega Knight Firecracker Wall Breakers Skeleton King
Firecracker
Bats Giant Wall Breakers Mega Knight
Giant
Bats Firecracker Wizard
Wizard
Giant Mega Knight
Wall Breakers
Bats Firecracker Mega Knight Skeleton King
Goblin Machine
Mega Knight
Bats Firecracker Wizard Wall Breakers
Skeleton King
Bats Wall Breakers

Defense Synergies 0 6

Bats
Firecracker Mega Knight Skeleton King
Firecracker
Bats Mega Knight
Giant
Wizard
Mega Knight Skeleton King
Wall Breakers
Goblin Machine
Mega Knight
Bats Firecracker Wizard
Skeleton King
Bats 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 Wizard
Bats Firecracker Mega Knight
Mega Knight Bats
Bats Firecracker Mega Knight Skeleton King
Firecracker Mega Knight
Bats Firecracker Mega Knight
Bats Firecracker Wizard
Mega Knight
Skeleton King
Firecracker Mega Knight
Bats Firecracker Wizard Mega Knight Skeleton King
Bats Firecracker Wizard
Mega Knight Bats Wizard
Wizard Mega Knight Bats Firecracker Skeleton King
Mega Knight Skeleton King
Mega Knight
Wizard Mega Knight Bats Firecracker
Mega Knight Bats Firecracker Wizard
Wizard Bats Firecracker Mega Knight
Wizard Mega Knight Bats Firecracker

Counters to secondary win conditions

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

Mega Knight
Firecracker Wizard Mega Knight
Mega Knight Bats
Mega Knight Bats
Mega Knight
Firecracker Wizard Bats
Bats
Mega Knight
Mega Knight Bats Firecracker
Mega Knight Bats
Mega Knight
Mega Knight Wizard Skeleton King
Wizard Firecracker Mega Knight
Bats Firecracker Skeleton King
Bats Mega Knight Firecracker Wizard Skeleton King

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
Firecracker
Wizard Firecracker Mega Knight
Firecracker Wizard Bats Goblin Machine
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Bats
Firecracker Wizard Goblin Machine
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard Mega Knight
Bats
Firecracker Wizard Goblin Machine Mega Knight
Firecracker Wizard Goblin Machine Mega Knight
Mega Knight
Wizard
Firecracker Wizard Goblin Machine Mega Knight
Firecracker Wizard
Wizard Mega Knight
Firecracker
Bats Firecracker Wizard
Bats Firecracker Wizard
Wizard Mega Knight
Firecracker
Mega Knight
Firecracker Wizard
Bats
Firecracker Wizard
Firecracker Wizard Mega Knight
Firecracker Wizard Skeleton King
Firecracker Mega Knight
Bats Firecracker Skeleton King
Firecracker Bats
Firecracker Mega Knight
Firecracker Wizard Mega Knight

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