My Best Clash Royale Deck

Deck Check Rating

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

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 low-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 cheap spells that can finish it off. 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 Electro Wizard Little Prince

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 Royal Ghost Bandit Electro Wizard Mega Knight Little Prince

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.

Fireball

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 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.

Battle Ram Royal Ghost 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 Ghost Bandit Electro Wizard

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 Bandit
Giant Snowball
Bats Battle Ram Little Prince
Zap
Bats Battle Ram Bandit Little Prince
Barbarian Barrel
Battle Ram Royal Ghost Bandit Electro Wizard Little Prince
The Log
Battle Ram Bandit Little Prince
Earthquake
Arrows
Bats Little Prince
Royal Delivery
Bats Battle Ram Royal Ghost Bandit Electro Wizard Little Prince
Fireball
Battle Ram Bandit Electro Wizard Little Prince
Poison
Bats Electro Wizard Little Prince
Lightning
Battle Ram Bandit Electro Wizard Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Royal Ghost 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 Battle Ram Royal Ghost 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 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 Royal Ghost Bandit Little Prince Fireball Battle Ram Electro Wizard Mega Knight

Shortest cycle

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

11 Bats Royal Ghost Bandit Little Prince

Attack Synergies 2 16

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 Battle Ram Bandit
Fireball
Battle Ram Electro Wizard Mega Knight Little Prince
Battle Ram
Bandit Bats Fireball Royal Ghost Electro Wizard
Royal Ghost
Battle Ram Bandit Electro Wizard Mega Knight Little Prince
Bandit
Battle Ram Bats Royal Ghost Electro Wizard Mega Knight Little Prince
Electro Wizard
Fireball Battle Ram Royal Ghost Bandit Mega Knight
Mega Knight
Bats Fireball Royal Ghost Bandit Electro Wizard
Little Prince
Fireball Royal Ghost Bandit

Defense Synergies 0 15

Bats
Bandit Electro Wizard Mega Knight
Fireball
Bandit Electro Wizard Mega Knight Little Prince
Battle Ram
Royal Ghost
Electro Wizard Mega Knight Little Prince
Bandit
Bats Fireball Electro Wizard Mega Knight Little Prince
Electro Wizard
Bats Fireball Royal Ghost Bandit Mega Knight Little Prince
Mega Knight
Bats Fireball Royal Ghost Bandit Electro Wizard
Little Prince
Fireball Royal Ghost Bandit 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.

Fireball Electro Wizard
Bats Bandit Electro Wizard Mega Knight
Mega Knight Bats Bandit Electro Wizard
Bats Bandit Electro Wizard Mega Knight
Fireball Mega Knight
Fireball Bats Royal Ghost Bandit Electro Wizard Mega Knight
Bats Electro Wizard Fireball Little Prince
Fireball Bandit Electro Wizard Mega Knight
Royal Ghost Bandit Electro Wizard Mega Knight Little Prince
Bats Electro Wizard Fireball Royal Ghost Bandit Mega Knight
Bats Fireball Electro Wizard
Mega Knight Bats Fireball Bandit Electro Wizard
Fireball Mega Knight Bats Royal Ghost Electro Wizard
Bandit Electro Wizard Mega Knight
Fireball Bandit Electro Wizard Mega Knight
Mega Knight Bats Fireball Electro Wizard
Fireball Mega Knight Bats Royal Ghost Bandit Electro Wizard Little Prince
Bats Fireball Royal Ghost Bandit Electro Wizard Mega Knight Little Prince
Electro Wizard
Royal Ghost Mega Knight Bats Fireball Bandit Electro Wizard Little Prince

Counters to secondary win conditions

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

Mega Knight Fireball Royal Ghost Bandit Electro Wizard
Fireball Bandit Electro Wizard Royal Ghost Mega Knight
Bandit Mega Knight Bats Electro Wizard
Mega Knight Bats Fireball Bandit Electro Wizard
Bandit Mega Knight
Fireball Bats Electro Wizard
Bats Fireball Bandit Electro Wizard
Mega Knight
Electro Wizard Mega Knight Bats Fireball Bandit
Mega Knight Bats
Mega Knight Fireball Electro Wizard
Mega Knight Fireball Bandit
Fireball Mega Knight
Electro Wizard Bats Fireball Little Prince
Bats Mega Knight Fireball Royal Ghost Electro Wizard
Fireball 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.)

Fireball Royal Ghost Bandit
Fireball Royal Ghost Bandit Electro Wizard
Fireball Bandit
Fireball
Fireball Mega Knight
Fireball Bats
Fireball
Fireball Bandit
Bats Fireball Electro Wizard
Fireball Bandit Electro Wizard
Fireball
Fireball Bandit
Fireball Bandit
Fireball
Fireball Bandit
Fireball Bandit Mega Knight
Fireball
Bats
Fireball Bandit Electro Wizard Mega Knight
Fireball Mega Knight Little Prince
Fireball Mega Knight
Fireball
Fireball
Fireball Mega Knight Little Prince
Fireball Royal Ghost Bandit Electro Wizard
Fireball Bandit Mega Knight
Fireball Bandit
Bats Fireball Electro Wizard Little Prince
Electro Wizard Bats Fireball
Fireball
Fireball Bandit Mega Knight
Fireball Electro Wizard
Mega Knight
Fireball
Electro Wizard Bats Fireball Bandit
Fireball Electro Wizard
Fireball
Fireball Electro Wizard Mega Knight
Fireball
Fireball
Mega Knight
Bats Fireball Electro Wizard
Bats Fireball Electro Wizard
Fireball Royal Ghost Bandit Electro Wizard Mega Knight Little Prince
Fireball Mega Knight

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