My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Wizard Inferno Dragon

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 Firecracker Wizard Balloon Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap

Punishments

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

Balloon 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.

Balloon 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.

Firecracker Balloon

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 Skeleton Army Balloon Inferno Dragon
Giant Snowball
Bats Skeleton Army Balloon Inferno Dragon
Zap
Bats Firecracker Skeleton Army Balloon Inferno Dragon
Barbarian Barrel
Firecracker Wizard Skeleton Army
The Log
Firecracker Skeleton Army
Earthquake
Firecracker Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Firecracker Wizard Skeleton Army Balloon Inferno Dragon
Fireball
Firecracker Wizard Skeleton Army Balloon Inferno Dragon
Poison
Bats Firecracker Wizard Skeleton Army Balloon
Lightning
Wizard Balloon Inferno Dragon
Rocket
Wizard Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard 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 Skeleton Army Inferno Dragon 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.

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 Zap Firecracker Skeleton Army Inferno Dragon Wizard Balloon Mega Knight

Shortest cycle

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

10 Bats Zap Firecracker Skeleton Army

Attack Synergies 5 10

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 Zap Firecracker Inferno Dragon
Zap
Firecracker Balloon Bats Mega Knight
Firecracker
Zap Bats Balloon Inferno Dragon Mega Knight
Wizard
Balloon Mega Knight
Skeleton Army
Balloon
Bats Zap Firecracker Wizard Mega Knight
Inferno Dragon
Mega Knight Bats Firecracker
Mega Knight
Bats Inferno Dragon Zap Firecracker Wizard Balloon

Defense Synergies 1 13

Bats
Zap Firecracker Inferno Dragon Mega Knight
Zap
Mega Knight Bats Firecracker Skeleton Army Inferno Dragon
Firecracker
Bats Zap Skeleton Army Mega Knight
Wizard
Skeleton Army Mega Knight
Skeleton Army
Zap Firecracker Wizard Inferno Dragon
Balloon
Inferno Dragon
Bats Zap Skeleton Army Mega Knight
Mega Knight
Zap Bats Firecracker Wizard Inferno Dragon

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 Firecracker Wizard
Skeleton Army Inferno Dragon Bats Zap Firecracker Mega Knight
Skeleton Army Mega Knight Bats Inferno Dragon
Skeleton Army Inferno Dragon Bats Firecracker Mega Knight
Firecracker Skeleton Army Mega Knight
Skeleton Army Bats Zap Firecracker Mega Knight
Bats Inferno Dragon Zap Firecracker Wizard
Zap Mega Knight
Inferno Dragon Skeleton Army
Skeleton Army Firecracker Mega Knight
Bats Skeleton Army Zap Firecracker Wizard Mega Knight
Inferno Dragon Bats Zap Firecracker Wizard
Skeleton Army Mega Knight Bats Zap Wizard
Wizard Skeleton Army Mega Knight Bats Zap Firecracker
Skeleton Army Inferno Dragon Mega Knight
Skeleton Army Zap Inferno Dragon Mega Knight
Wizard Mega Knight Bats Firecracker Skeleton Army
Mega Knight Bats Zap Firecracker Wizard Skeleton Army
Zap Wizard Bats Firecracker Inferno Dragon Mega Knight
Inferno Dragon
Wizard Skeleton Army Mega Knight Bats Firecracker

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap
Zap Firecracker Wizard Inferno Dragon Mega Knight
Skeleton Army Mega Knight Bats Zap
Skeleton Army Mega Knight Bats Zap
Skeleton Army Inferno Dragon Mega Knight
Firecracker Wizard Bats Zap
Skeleton Army Bats
Mega Knight Skeleton Army Inferno Dragon
Zap Mega Knight Bats Firecracker Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bats
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Wizard
Wizard Firecracker Skeleton Army Mega Knight
Skeleton Army Bats Zap Firecracker Inferno Dragon
Bats Mega Knight Zap Firecracker Wizard Inferno Dragon
Zap

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.)

Firecracker
Firecracker Zap
Firecracker
Wizard Zap Firecracker Mega Knight
Firecracker Wizard Bats Zap
Firecracker Wizard
Zap Firecracker Wizard
Zap Firecracker Wizard
Bats
Firecracker Zap Wizard
Zap Firecracker Wizard
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker Wizard
Firecracker Wizard Mega Knight
Bats
Zap Firecracker Wizard Mega Knight
Zap Firecracker Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Firecracker Wizard Mega Knight
Inferno Dragon
Firecracker Zap Wizard
Zap Wizard Mega Knight
Zap Firecracker
Bats Zap Firecracker Wizard
Zap Bats Firecracker Wizard
Zap Wizard Mega Knight
Zap Firecracker
Mega Knight
Firecracker Wizard
Zap Bats Skeleton Army
Zap Firecracker Wizard
Firecracker Wizard Mega Knight
Zap Firecracker Wizard
Zap
Firecracker Mega Knight
Zap Bats Firecracker
Firecracker Bats Zap
Zap Firecracker Mega Knight
Inferno Dragon
Firecracker Wizard Mega Knight

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