My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Executioner Electro Wizard Magic Archer

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 Royal Giant Wizard Executioner Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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.

Royal Giant Magic Archer

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 Magic Archer

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 Skeleton Army
Giant Snowball
Bats Skeleton Army
Zap
Bats Royal Giant Skeleton Army
Barbarian Barrel
Wizard Skeleton Army Executioner Electro Wizard Magic Archer
The Log
Royal Giant Skeleton Army
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Wizard Skeleton Army Executioner Electro Wizard Magic Archer
Fireball
Wizard Skeleton Army Executioner Electro Wizard Magic Archer
Poison
Bats Wizard Skeleton Army Executioner Electro Wizard Magic Archer
Lightning
Wizard Executioner Electro Wizard Magic Archer
Rocket
Wizard Executioner Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Executioner Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Executioner Magic Archer

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 Skeleton Army Executioner

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 Fireball 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.

Fireball Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Skeleton Army Fireball Electro Wizard Magic Archer Wizard Executioner Royal Giant

Shortest cycle

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

13 Bats Skeleton Army Fireball Electro Wizard

Attack Synergies 2 7

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
Royal Giant
Royal Giant
Bats Fireball Wizard Executioner Electro Wizard Magic Archer
Fireball
Royal Giant Electro Wizard Magic Archer
Wizard
Royal Giant
Skeleton Army
Executioner
Royal Giant
Electro Wizard
Royal Giant Fireball Magic Archer
Magic Archer
Royal Giant Fireball Electro Wizard

Defense Synergies 0 8

Bats
Electro Wizard
Royal Giant
Fireball
Electro Wizard
Wizard
Skeleton Army Electro Wizard
Skeleton Army
Wizard Executioner Electro Wizard Magic Archer
Executioner
Skeleton Army
Electro Wizard
Bats Fireball Wizard Skeleton Army Magic Archer
Magic Archer
Skeleton Army 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 Wizard Executioner Electro Wizard Magic Archer
Skeleton Army Bats Executioner Electro Wizard
Skeleton Army Bats Executioner Electro Wizard
Skeleton Army Bats Electro Wizard
Fireball Skeleton Army
Fireball Skeleton Army Bats Executioner Electro Wizard Magic Archer
Bats Electro Wizard Fireball Wizard Executioner Magic Archer
Fireball Electro Wizard Magic Archer
Skeleton Army
Skeleton Army Electro Wizard
Bats Skeleton Army Executioner Electro Wizard Fireball Wizard Magic Archer
Executioner Bats Fireball Wizard Electro Wizard Magic Archer
Skeleton Army Bats Fireball Wizard Electro Wizard
Fireball Wizard Skeleton Army Executioner Bats Electro Wizard Magic Archer
Skeleton Army Electro Wizard
Skeleton Army Fireball Electro Wizard
Wizard Bats Fireball Skeleton Army Executioner Electro Wizard
Fireball Bats Wizard Skeleton Army Executioner Electro Wizard Magic Archer
Wizard Executioner Bats Fireball Electro Wizard Magic Archer
Electro Wizard
Wizard Skeleton Army Bats Fireball Executioner Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Fireball Electro Wizard
Fireball Electro Wizard Wizard Executioner Magic Archer
Skeleton Army Bats Electro Wizard
Skeleton Army Bats Fireball Electro Wizard
Skeleton Army Executioner
Fireball Wizard Executioner Bats Electro Wizard Magic Archer
Skeleton Army Bats Fireball Electro Wizard
Skeleton Army
Electro Wizard Bats Fireball Skeleton Army Magic Archer
Skeleton Army
Bats
Skeleton Army Fireball Electro Wizard
Skeleton Army Fireball Wizard Executioner
Wizard Fireball Skeleton Army Executioner Magic Archer
Skeleton Army Electro Wizard Bats Fireball Executioner Magic Archer
Bats Executioner Fireball Wizard Electro Wizard Magic Archer
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 Magic Archer
Fireball Executioner Electro Wizard Magic Archer
Fireball Magic Archer
Fireball
Fireball Wizard Executioner Magic Archer
Fireball Wizard Executioner Bats Magic Archer
Wizard Executioner Magic Archer
Fireball Wizard Executioner Magic Archer
Fireball Wizard
Bats Fireball Electro Wizard
Fireball Wizard Electro Wizard Magic Archer
Fireball Wizard Executioner Magic Archer
Fireball Executioner Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Wizard Executioner Magic Archer
Magic Archer Fireball Wizard Executioner
Fireball
Bats
Fireball Wizard Executioner Electro Wizard Magic Archer
Fireball Wizard Magic Archer
Fireball Magic Archer
Fireball Wizard
Fireball
Fireball Wizard Executioner Magic Archer
Fireball Wizard Executioner Electro Wizard Magic Archer
Fireball Wizard Magic Archer
Fireball Magic Archer
Bats Fireball Wizard Executioner Electro Wizard Magic Archer
Electro Wizard Bats Fireball Wizard
Fireball
Fireball Wizard Magic Archer
Fireball Electro Wizard Magic Archer
Fireball Wizard Magic Archer
Electro Wizard Bats Fireball Skeleton Army Magic Archer
Fireball Wizard Executioner Electro Wizard Magic Archer
Fireball
Fireball Wizard Executioner Electro Wizard Magic Archer
Fireball Wizard Executioner Magic Archer
Fireball
Executioner
Bats Fireball Electro Wizard Magic Archer
Bats Fireball Executioner Electro Wizard Magic Archer
Fireball Executioner Electro Wizard Magic Archer
Fireball Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: