My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Flying Machine

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 Flying Machine Bandit Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

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.

Royal Hogs Bandit 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.

Flying Machine Royal Hogs Bandit 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.

Royal Hogs 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
Bats Royal Hogs Guards Bandit
Giant Snowball
Bats Flying Machine Royal Hogs Guards
Zap
Bats Flying Machine Royal Hogs Guards Bandit
Barbarian Barrel
Royal Hogs Guards Bandit
The Log
Royal Hogs Guards Bandit
Earthquake
Royal Hogs Guards
Arrows
Bats Flying Machine Royal Hogs Guards
Royal Delivery
Bats Flying Machine Royal Hogs Guards Bandit
Fireball
Flying Machine Royal Hogs Bandit
Poison
Bats Flying Machine Royal Hogs Guards
Lightning
Bandit
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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 Arrows Guards 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

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.

Bats Arrows Guards Bandit Fireball Flying Machine Royal Hogs Mega Knight

Shortest cycle

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

11 Bats Arrows Guards Bandit

Attack Synergies 3 14

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 Flying Machine Royal Hogs Bandit
Arrows
Fireball Royal Hogs Bandit Mega Knight
Fireball
Arrows Royal Hogs Mega Knight
Flying Machine
Bats Royal Hogs Mega Knight
Royal Hogs
Arrows Bats Fireball Flying Machine Guards Bandit Mega Knight
Guards
Royal Hogs Bandit
Bandit
Bats Arrows Royal Hogs Guards Mega Knight
Mega Knight
Bats Arrows Fireball Flying Machine Royal Hogs Bandit

Defense Synergies 1 10

Bats
Bandit Mega Knight
Arrows
Mega Knight Fireball Bandit
Fireball
Arrows Bandit Mega Knight
Flying Machine
Guards Bandit Mega Knight
Royal Hogs
Guards
Flying Machine
Bandit
Bats Arrows Fireball Flying Machine Mega Knight
Mega Knight
Arrows Bats Fireball Flying Machine Bandit

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 Flying Machine
Bats Flying Machine Bandit Mega Knight
Mega Knight Bats Bandit
Bats Guards Bandit Mega Knight
Arrows Fireball Mega Knight
Arrows Fireball Bats Flying Machine Guards Bandit Mega Knight
Bats Arrows Fireball Flying Machine
Arrows Fireball Flying Machine Bandit Mega Knight
Guards Bandit Mega Knight
Bats Guards Arrows Fireball Flying Machine Bandit Mega Knight
Arrows Bats Fireball Flying Machine
Mega Knight Bats Fireball Flying Machine Guards Bandit
Fireball Mega Knight Bats Arrows Guards
Bandit Mega Knight
Fireball Bandit Mega Knight
Mega Knight Bats Arrows Fireball
Arrows Fireball Mega Knight Bats Flying Machine Guards Bandit
Arrows Bats Fireball Flying Machine Guards Bandit Mega Knight
Mega Knight Bats Arrows Fireball Flying Machine Guards Bandit

Counters to secondary win conditions

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

Guards Mega Knight Fireball Bandit
Fireball Bandit Arrows Flying Machine Mega Knight
Guards Bandit Mega Knight Bats
Guards Mega Knight Bats Fireball Bandit
Guards Bandit Mega Knight
Arrows Fireball Bats Flying Machine
Guards Bats Fireball Flying Machine Bandit
Mega Knight
Mega Knight Bats Fireball Flying Machine Bandit
Guards
Mega Knight Bats Flying Machine Guards
Mega Knight Arrows Fireball Guards
Mega Knight Fireball Guards Bandit
Fireball Flying Machine Mega Knight
Guards Bats Fireball Flying Machine
Bats Arrows Mega Knight Fireball Flying Machine
Arrows Fireball

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 Flying Machine Guards Bandit
Arrows Fireball Flying Machine Bandit
Arrows Fireball Flying Machine Bandit
Arrows Fireball Flying Machine Guards
Fireball Arrows Mega Knight
Arrows Fireball Bats Flying Machine
Arrows Flying Machine
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine Bandit
Bats Fireball Guards
Arrows Fireball Flying Machine Bandit
Fireball Arrows Flying Machine
Flying Machine Fireball Bandit
Arrows Fireball Flying Machine Bandit
Arrows Fireball Flying Machine
Arrows Fireball Flying Machine Bandit
Arrows Fireball Flying Machine Bandit Mega Knight
Arrows Fireball
Bats
Arrows Fireball Flying Machine Bandit Mega Knight
Arrows Fireball Flying Machine Mega Knight
Fireball Mega Knight
Arrows Fireball
Arrows Fireball Flying Machine
Arrows Fireball Mega Knight
Arrows Fireball Flying Machine Bandit
Fireball Arrows Flying Machine Bandit Mega Knight
Fireball Arrows Bandit
Bats Arrows Fireball Flying Machine
Bats Fireball Flying Machine Guards
Fireball
Arrows Fireball Bandit Mega Knight
Arrows Fireball
Mega Knight
Arrows Fireball
Bats Fireball Flying Machine Guards Bandit
Fireball Arrows Flying Machine
Arrows Fireball
Fireball Flying Machine Mega Knight
Arrows Fireball Flying Machine
Arrows Fireball
Flying Machine Mega Knight
Bats Fireball Flying Machine Guards
Bats Fireball Flying Machine
Fireball Flying Machine Bandit Mega Knight
Fireball Mega Knight

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