My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
Good

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.

Fire Spirit Bats

Defensive buildings

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

Tombstone

Investments

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

Skeletons Bats Tombstone Battle Ram Royal Ghost Bandit

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap

Punishments

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

Battle Ram Royal Ghost Bandit

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.

Fire Spirit Battle Ram Royal Ghost Bandit

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.

Royal Ghost Bandit

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
Skeletons Bats Battle Ram Bandit
Giant Snowball
Skeletons Fire Spirit Bats Tombstone Battle Ram
Zap
Skeletons Fire Spirit Bats Tombstone Battle Ram Bandit
Barbarian Barrel
Skeletons Fire Spirit Tombstone Battle Ram Royal Ghost Bandit
The Log
Skeletons Fire Spirit Tombstone Battle Ram Bandit
Earthquake
Skeletons Tombstone
Arrows
Skeletons Fire Spirit Bats Tombstone
Royal Delivery
Skeletons Fire Spirit Bats Battle Ram Royal Ghost Bandit
Fireball
Tombstone Battle Ram Bandit
Poison
Bats Tombstone
Lightning
Tombstone Battle Ram Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Royal Ghost

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.

Fire Spirit Bats Tombstone Battle Ram Royal Ghost

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.

Fire Spirit

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Bats Zap Tombstone Royal Ghost Bandit Battle Ram

Shortest cycle

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

6 Skeletons Fire Spirit Bats Zap

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.

Skeletons
Fire Spirit
Zap Battle Ram Bandit
Bats
Zap Battle Ram Bandit
Zap
Battle Ram Fire Spirit Bats Royal Ghost Bandit
Tombstone
Battle Ram
Zap Bandit Fire Spirit Bats Royal Ghost
Royal Ghost
Zap Battle Ram Bandit
Bandit
Battle Ram Fire Spirit Bats Zap Royal Ghost

Defense Synergies 0 12

Skeletons
Fire Spirit Bats Zap Tombstone Royal Ghost Bandit
Fire Spirit
Skeletons Zap
Bats
Skeletons Zap Bandit
Zap
Skeletons Fire Spirit Bats Tombstone Royal Ghost Bandit
Tombstone
Skeletons Zap
Battle Ram
Royal Ghost
Skeletons Zap
Bandit
Skeletons Bats Zap

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.

Zap Tombstone
Skeletons Bats Zap Tombstone Bandit
Skeletons Fire Spirit Bats Tombstone Bandit
Skeletons Bats Tombstone Bandit
Tombstone
Skeletons Fire Spirit Bats Zap Royal Ghost Bandit
Bats Fire Spirit Zap Tombstone
Zap Bandit
Skeletons Tombstone
Skeletons Fire Spirit Royal Ghost Bandit
Bats Skeletons Zap Tombstone Royal Ghost Bandit
Bats Zap
Tombstone Skeletons Fire Spirit Bats Zap Bandit
Fire Spirit Bats Zap Tombstone Royal Ghost
Tombstone Bandit
Zap Bandit
Skeletons Bats Tombstone
Fire Spirit Tombstone Bats Zap Royal Ghost Bandit
Zap Fire Spirit Bats Tombstone Royal Ghost Bandit
Royal Ghost Fire Spirit Bats Bandit

Counters to secondary win conditions

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

Skeletons Zap Tombstone Royal Ghost Bandit
Bandit Zap Royal Ghost
Tombstone Bandit Skeletons Bats Zap
Bats Zap Bandit
Skeletons Tombstone Bandit
Fire Spirit Skeletons Bats Zap
Skeletons Bats Tombstone Bandit
Zap Skeletons Bats Tombstone Bandit
Skeletons Tombstone
Bats Tombstone
Zap
Skeletons Tombstone Bandit
Tombstone Skeletons Bats Zap
Bats Zap Royal Ghost
Tombstone

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.)

Royal Ghost Bandit
Zap Royal Ghost Bandit
Bandit
Fire Spirit Zap
Fire Spirit Bats Zap
Fire Spirit
Fire Spirit Zap
Zap Bandit
Fire Spirit Bats
Zap Bandit
Fire Spirit Zap
Fire Spirit Bandit
Bandit
Zap
Zap Bandit
Bandit
Bats
Fire Spirit Zap Bandit
Fire Spirit Zap
Zap
Zap Fire Spirit
Zap Royal Ghost Bandit
Zap Bandit
Zap Bandit
Fire Spirit Bats Zap
Zap Bats
Zap Bandit
Zap
Zap Fire Spirit Bats Tombstone Bandit
Fire Spirit Zap
Zap
Zap
Zap Bats
Bats Zap
Zap Royal Ghost Bandit

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