My Best Clash Royale Deck

Deck Check Rating

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

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 Ram Rider

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 Fisherman Electro Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram 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.

Ram 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.

Ram 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.

Electro Wizard Ram Rider

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 Guards Fisherman Ram Rider
Giant Snowball
Bats Guards Fisherman Ram Rider
Zap
Bats Guards Fisherman Ram Rider
Barbarian Barrel
Guards Electro Wizard
The Log
Guards Fisherman Ram Rider
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Guards Fisherman Electro Wizard Ram Rider
Fireball
Fisherman Electro Wizard Ram Rider
Poison
Bats Guards Fisherman Electro Wizard
Lightning
Fisherman Electro Wizard Ram Rider
Rocket
Ram 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

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 Guards 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Arrows Guards Fisherman Electro Wizard Ram Rider Mega Knight

Shortest cycle

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

10 Bats Rage Arrows Guards

Attack Synergies 1 12

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 Rage Fisherman Ram Rider
Arrows
Ram Rider Mega Knight
Rage
Bats Electro Wizard
Guards
Ram Rider
Fisherman
Bats Ram Rider Mega Knight
Electro Wizard
Rage Ram Rider Mega Knight
Ram Rider
Bats Arrows Guards Fisherman Electro Wizard Mega Knight
Mega Knight
Bats Arrows Fisherman Electro Wizard Ram Rider

Defense Synergies 2 8

Bats
Fisherman Electro Wizard Mega Knight
Arrows
Mega Knight
Rage
Guards
Fisherman Electro Wizard
Fisherman
Guards Bats Ram Rider Mega Knight
Electro Wizard
Bats Guards Ram Rider Mega Knight
Ram Rider
Fisherman Electro Wizard
Mega Knight
Arrows Bats Fisherman 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 Ram Rider
Bats Fisherman Electro Wizard Ram Rider Mega Knight
Fisherman Ram Rider Mega Knight Bats Electro Wizard
Bats Guards Fisherman Electro Wizard Ram Rider Mega Knight
Arrows Mega Knight
Arrows Bats Guards Electro Wizard Mega Knight
Bats Electro Wizard Ram Rider Arrows
Arrows Electro Wizard Ram Rider Mega Knight
Fisherman
Guards Fisherman Electro Wizard Mega Knight
Bats Guards Electro Wizard Arrows Fisherman Ram Rider Mega Knight
Arrows Bats Electro Wizard Ram Rider
Mega Knight Bats Guards Electro Wizard Ram Rider
Mega Knight Bats Arrows Guards Electro Wizard
Electro Wizard Ram Rider Mega Knight
Fisherman Electro Wizard Ram Rider Mega Knight
Mega Knight Bats Arrows Fisherman Electro Wizard
Arrows Mega Knight Bats Guards Fisherman Electro Wizard Ram Rider
Arrows Bats Guards Fisherman Electro Wizard Ram Rider Mega Knight
Fisherman Electro Wizard Ram Rider
Mega Knight Bats Arrows Guards Fisherman Electro Wizard

Counters to secondary win conditions

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

Guards Mega Knight Fisherman Electro Wizard
Electro Wizard Arrows Fisherman Mega Knight
Guards Mega Knight Bats Fisherman Electro Wizard Ram Rider
Guards Mega Knight Bats Fisherman Electro Wizard Ram Rider
Guards Fisherman Ram Rider Mega Knight
Arrows Bats Electro Wizard Ram Rider
Guards Bats Electro Wizard Ram Rider
Mega Knight Fisherman
Electro Wizard Mega Knight Bats
Guards
Mega Knight Bats Guards
Mega Knight Arrows Guards Electro Wizard
Mega Knight Guards Ram Rider
Mega Knight
Guards Electro Wizard Bats Fisherman
Bats Arrows Mega Knight 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 Guards
Arrows Fisherman Electro Wizard Ram Rider
Arrows
Arrows Guards
Arrows Mega Knight
Arrows Bats Ram Rider
Arrows
Arrows Ram Rider
Arrows Fisherman Ram Rider
Bats Guards Fisherman Electro Wizard
Arrows Fisherman Electro Wizard Ram Rider
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows Mega Knight
Arrows
Bats Fisherman
Arrows Fisherman Electro Wizard Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Fisherman
Arrows
Arrows Mega Knight
Fisherman
Arrows Fisherman Electro Wizard Ram Rider
Arrows Fisherman Ram Rider Mega Knight
Arrows Fisherman
Bats Arrows Electro Wizard
Electro Wizard Bats Guards
Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Bats Guards
Arrows Electro Wizard Ram Rider
Arrows
Electro Wizard Mega Knight
Arrows
Arrows
Mega Knight
Bats Guards Electro Wizard
Bats Electro Wizard
Electro Wizard Mega Knight
Mega Knight

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