My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno Tower

Defensive buildings

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

Inferno Tower

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 Prince Mega Knight

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.

Zap Arrows

Punishments

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

Royal Giant Prince 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.

Royal Giant Prince Mega Knight

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 Prince
Giant Snowball
Bats Skeleton Army
Zap
Bats Royal Giant Inferno Tower Skeleton Army Prince
Barbarian Barrel
Inferno Tower Skeleton Army
The Log
Royal Giant Skeleton Army Prince
Earthquake
Inferno Tower Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Skeleton Army Prince
Fireball
Inferno Tower Skeleton Army
Poison
Bats Inferno Tower Skeleton Army
Lightning
Inferno Tower Prince
Rocket
Inferno Tower Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Inferno Tower Skeleton Army Prince 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.

Royal Giant 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 Zap Arrows Skeleton Army Inferno Tower Prince Royal Giant Mega Knight

Shortest cycle

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

10 Bats Zap Arrows Skeleton Army

Attack Synergies 6 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
Royal Giant Mega Knight Zap Prince
Zap
Arrows Prince Bats Royal Giant Mega Knight
Arrows
Zap Royal Giant Prince Mega Knight
Royal Giant
Bats Arrows Zap
Inferno Tower
Skeleton Army
Prince
Zap Mega Knight Bats Arrows
Mega Knight
Bats Prince Zap Arrows

Defense Synergies 3 13

Bats
Zap Inferno Tower Prince Mega Knight
Zap
Mega Knight Bats Arrows Inferno Tower Skeleton Army Prince
Arrows
Mega Knight Zap Inferno Tower Prince
Royal Giant
Inferno Tower
Skeleton Army Bats Zap Arrows Prince Mega Knight
Skeleton Army
Inferno Tower Zap Prince
Prince
Bats Zap Arrows Inferno Tower Skeleton Army
Mega Knight
Zap Arrows Bats Inferno Tower

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.

Zap Inferno Tower
Inferno Tower Skeleton Army Bats Zap Prince Mega Knight
Inferno Tower Skeleton Army Prince Mega Knight Bats
Inferno Tower Skeleton Army Prince Bats Mega Knight
Arrows Skeleton Army Prince Mega Knight
Arrows Skeleton Army Bats Zap Mega Knight
Bats Inferno Tower Zap Arrows
Zap Arrows Inferno Tower Mega Knight
Inferno Tower Skeleton Army Prince
Skeleton Army Inferno Tower Prince Mega Knight
Bats Skeleton Army Zap Arrows Mega Knight
Arrows Inferno Tower Bats Zap
Inferno Tower Skeleton Army Prince Mega Knight Bats Zap
Skeleton Army Mega Knight Bats Zap Arrows Prince
Inferno Tower Skeleton Army Prince Mega Knight
Inferno Tower Skeleton Army Zap Prince Mega Knight
Mega Knight Bats Arrows Inferno Tower Skeleton Army Prince
Arrows Mega Knight Bats Zap Skeleton Army Prince
Zap Arrows Bats Mega Knight
Inferno Tower Prince
Skeleton Army Mega Knight Bats Arrows Prince
Inferno Tower Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Inferno Tower Prince
Zap Arrows Prince Mega Knight
Skeleton Army Mega Knight Bats Zap Inferno Tower Prince
Skeleton Army Prince Mega Knight Bats Zap Inferno Tower
Inferno Tower Skeleton Army Prince Mega Knight
Arrows Bats Zap
Skeleton Army Prince Bats Inferno Tower
Inferno Tower Mega Knight Skeleton Army Prince
Zap Mega Knight Bats Inferno Tower Skeleton Army Prince
Inferno Tower Skeleton Army
Mega Knight Bats Inferno Tower Prince
Skeleton Army Mega Knight Zap Arrows Prince
Skeleton Army Prince Mega Knight Inferno Tower
Skeleton Army Mega Knight
Inferno Tower Skeleton Army Bats Zap Prince
Bats Arrows Mega Knight Zap Inferno Tower
Zap Arrows Inferno Tower

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 Zap
Arrows
Arrows Prince
Zap Arrows Mega Knight
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Prince
Zap Arrows Prince
Zap Arrows
Arrows
Zap Arrows Prince
Zap Arrows
Arrows Mega Knight
Arrows
Bats
Zap Arrows Prince Mega Knight
Zap Arrows Mega Knight
Prince Mega Knight
Arrows
Prince
Zap Arrows
Zap Arrows Mega Knight
Arrows Zap
Zap Arrows Prince Mega Knight
Zap Arrows
Bats Zap Arrows
Zap Bats
Zap Arrows Mega Knight
Zap Arrows
Prince Mega Knight
Arrows
Zap Bats Skeleton Army Prince
Zap Arrows
Arrows
Prince Mega Knight
Arrows Zap
Zap Arrows
Prince Mega Knight
Zap Bats
Bats Zap
Zap Prince Mega Knight
Prince
Mega Knight

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