My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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

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 Battle Ram Balloon Electro Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Battle Ram Balloon

Damage spells

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

Arrows

Punishments

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

Battle Ram Balloon Lumberjack 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.

Battle Ram Balloon Lumberjack 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.

Balloon Electro Wizard Lumberjack

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 Battle Ram Skeleton Army Balloon
Giant Snowball
Bats Battle Ram Skeleton Army Balloon Lumberjack
Zap
Bats Battle Ram Skeleton Army Balloon
Barbarian Barrel
Battle Ram Skeleton Army Electro Wizard Lumberjack
The Log
Battle Ram Skeleton Army Lumberjack
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Battle Ram Skeleton Army Balloon Electro Wizard Lumberjack
Fireball
Battle Ram Skeleton Army Balloon Electro Wizard Lumberjack
Poison
Bats Skeleton Army Balloon Electro Wizard
Lightning
Battle Ram Balloon Electro Wizard Lumberjack
Rocket
Balloon

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

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.

Bats Arrows Battle Ram Skeleton Army 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.

Skeleton Army

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 Arrows Skeleton Army Battle Ram Electro Wizard Lumberjack Balloon Mega Knight

Shortest cycle

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

12 Bats Arrows Skeleton Army Battle Ram

Attack Synergies 4 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
Balloon Mega Knight Battle Ram Lumberjack
Arrows
Balloon Battle Ram Lumberjack Mega Knight
Battle Ram
Bats Arrows Electro Wizard Lumberjack
Skeleton Army
Balloon
Bats Arrows Lumberjack Electro Wizard Mega Knight
Electro Wizard
Battle Ram Balloon Lumberjack Mega Knight
Lumberjack
Balloon Bats Arrows Battle Ram Electro Wizard Mega Knight
Mega Knight
Bats Arrows Balloon Electro Wizard Lumberjack

Defense Synergies 1 8

Bats
Electro Wizard Lumberjack Mega Knight
Arrows
Mega Knight Lumberjack
Battle Ram
Skeleton Army
Electro Wizard Lumberjack
Balloon
Electro Wizard
Bats Skeleton Army Lumberjack Mega Knight
Lumberjack
Bats Arrows Skeleton Army Electro Wizard
Mega Knight
Arrows Bats 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
Skeleton Army Lumberjack Bats Electro Wizard Mega Knight
Skeleton Army Lumberjack Mega Knight Bats Electro Wizard
Skeleton Army Lumberjack Bats Electro Wizard Mega Knight
Arrows Skeleton Army Lumberjack Mega Knight
Arrows Skeleton Army Bats Electro Wizard Lumberjack Mega Knight
Bats Electro Wizard Arrows
Arrows Electro Wizard Mega Knight
Skeleton Army Lumberjack
Skeleton Army Electro Wizard Lumberjack Mega Knight
Bats Skeleton Army Electro Wizard Arrows Lumberjack Mega Knight
Arrows Bats Electro Wizard
Skeleton Army Lumberjack Mega Knight Bats Electro Wizard
Skeleton Army Mega Knight Bats Arrows Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack Mega Knight
Skeleton Army Electro Wizard Lumberjack Mega Knight
Mega Knight Bats Arrows Skeleton Army Electro Wizard Lumberjack
Arrows Mega Knight Bats Skeleton Army Electro Wizard Lumberjack
Arrows Bats Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
Skeleton Army Mega Knight Bats Arrows Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Mega Knight Electro Wizard
Electro Wizard Arrows Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight Bats Electro Wizard
Skeleton Army Lumberjack Mega Knight Bats Electro Wizard
Skeleton Army Lumberjack Mega Knight
Arrows Bats Electro Wizard
Skeleton Army Bats Electro Wizard Lumberjack
Mega Knight Skeleton Army Lumberjack
Electro Wizard Mega Knight Bats Skeleton Army
Skeleton Army
Mega Knight Bats Lumberjack
Skeleton Army Mega Knight Arrows Electro Wizard
Skeleton Army Mega Knight Lumberjack
Skeleton Army Mega Knight
Skeleton Army Electro Wizard Bats Lumberjack
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
Arrows Electro Wizard
Arrows
Arrows
Arrows Mega Knight
Arrows Bats
Arrows
Arrows
Arrows
Bats Electro Wizard Lumberjack
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Bats
Arrows Electro Wizard Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Arrows Electro Wizard
Arrows Mega Knight
Arrows
Bats Arrows Electro Wizard
Electro Wizard Bats
Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Bats Skeleton Army
Arrows Electro Wizard
Arrows
Electro Wizard Lumberjack Mega Knight
Arrows
Arrows
Mega Knight
Bats Electro Wizard
Bats Electro Wizard
Electro Wizard Mega Knight
Mega Knight

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