My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Phoenix

Defensive buildings

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

Mortar

Investments

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

Bats Knight Royal Giant Phoenix

Offensive cards

Win conditions

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

Mortar Royal Giant

Damage spells

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

Rage

Punishments

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

Mortar Royal Giant Elite Barbarians

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.

Knight Mortar Royal Giant Elite Barbarians Phoenix

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.

Elite Barbarians

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 Giant Elite Barbarians Skeleton Army Phoenix
Giant Snowball
Bats Skeleton Army
Zap
Bats Mortar Royal Giant Skeleton Army
Barbarian Barrel
Knight Mortar Elite Barbarians Skeleton Army
The Log
Royal Giant Elite Barbarians Skeleton Army
Earthquake
Mortar Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Knight Elite Barbarians Skeleton Army
Fireball
Mortar Elite Barbarians Skeleton Army
Poison
Bats Mortar Skeleton Army Phoenix
Lightning
Knight Mortar Elite Barbarians Phoenix
Rocket
Mortar Elite Barbarians Phoenix

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mortar

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 Knight Rage Skeleton Army

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.

Royal Giant Elite Barbarians Skeleton Army

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.

Bats Rage Knight Skeleton Army Mortar Phoenix Royal Giant Elite Barbarians

Shortest cycle

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

10 Bats Rage Knight Skeleton Army

Attack Synergies 5 6

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
Knight Royal Giant Mortar Elite Barbarians Rage
Knight
Bats Mortar Elite Barbarians
Mortar
Knight Royal Giant Bats
Royal Giant
Bats Mortar Elite Barbarians
Elite Barbarians
Rage Bats Knight Royal Giant
Rage
Elite Barbarians Bats Phoenix
Skeleton Army
Phoenix
Rage

Defense Synergies 1 5

Bats
Knight Mortar
Knight
Bats Mortar Skeleton Army Phoenix
Mortar
Bats Knight Skeleton Army
Royal Giant
Elite Barbarians
Rage
Skeleton Army
Knight Mortar
Phoenix
Knight

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.

Knight Mortar
Elite Barbarians Skeleton Army Bats Knight Mortar Phoenix
Mortar Skeleton Army Bats Knight Elite Barbarians
Elite Barbarians Skeleton Army Bats Knight Mortar Phoenix
Elite Barbarians Skeleton Army
Skeleton Army Bats
Bats Mortar Phoenix
Phoenix
Mortar Elite Barbarians Skeleton Army Phoenix
Knight Elite Barbarians Skeleton Army Phoenix
Bats Skeleton Army Knight
Bats Phoenix
Mortar Skeleton Army Bats Knight Elite Barbarians
Skeleton Army Bats Mortar
Elite Barbarians Skeleton Army Knight Mortar Phoenix
Skeleton Army Mortar Elite Barbarians
Bats Knight Mortar Elite Barbarians Skeleton Army
Mortar Bats Knight Elite Barbarians Skeleton Army
Mortar Bats Knight
Mortar Elite Barbarians Phoenix
Skeleton Army Bats Knight Elite Barbarians

Counters to secondary win conditions

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

Knight Skeleton Army Elite Barbarians
Knight Mortar Elite Barbarians Phoenix
Skeleton Army Bats Knight Elite Barbarians
Skeleton Army Bats Knight Elite Barbarians Phoenix
Knight Elite Barbarians Skeleton Army Phoenix
Bats
Skeleton Army Bats Knight Elite Barbarians Phoenix
Knight Elite Barbarians Skeleton Army Phoenix
Bats Knight Mortar Elite Barbarians Skeleton Army Phoenix
Skeleton Army Phoenix
Bats Knight Elite Barbarians Phoenix
Skeleton Army Elite Barbarians Phoenix
Elite Barbarians Skeleton Army Knight
Skeleton Army
Elite Barbarians Skeleton Army Phoenix Bats Knight Mortar
Bats Elite Barbarians Phoenix
Mortar

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.)

Knight Mortar
Mortar
Knight
Mortar
Bats
Mortar
Mortar
Bats Elite Barbarians
Knight Mortar
Knight Mortar Elite Barbarians
Mortar
Mortar Elite Barbarians
Mortar
Mortar
Mortar
Bats
Mortar
Mortar
Mortar
Mortar
Mortar
Mortar
Mortar
Elite Barbarians Bats
Bats
Elite Barbarians
Mortar
Bats Skeleton Army
Knight
Mortar
Elite Barbarians
Bats Elite Barbarians
Bats
Mortar
Mortar

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