My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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 Flying Machine Electro Wizard

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 Flying Machine Dark Prince Rune Giant Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Rune Giant Miner

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.

Dark Prince Miner Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Flying Machine Dark Prince Rune Giant 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.

Dark Prince Miner 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 Dark Prince Miner
Giant Snowball
Bats Flying Machine Miner
Zap
Bats Flying Machine Dark Prince
Barbarian Barrel
Dark Prince Electro Wizard
The Log
Dark Prince
Earthquake
Arrows
Bats Flying Machine
Royal Delivery
Bats Flying Machine Dark Prince Miner Electro Wizard
Fireball
Flying Machine Electro Wizard
Poison
Bats Flying Machine Electro Wizard
Lightning
Dark Prince Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince 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 Dark Prince Rune Giant Miner Mega Knight

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.

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 Zap Miner Flying Machine Dark Prince Rune Giant Electro Wizard Mega Knight

Shortest cycle

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

11 Bats Zap Miner Flying Machine

Attack Synergies 4 15

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
Miner Mega Knight Zap Flying Machine Dark Prince Rune Giant
Zap
Miner Electro Wizard Bats Flying Machine Dark Prince Mega Knight
Flying Machine
Bats Zap Dark Prince Mega Knight
Dark Prince
Bats Zap Flying Machine Miner Electro Wizard
Rune Giant
Bats Electro Wizard
Miner
Bats Zap Dark Prince Electro Wizard Mega Knight
Electro Wizard
Zap Dark Prince Rune Giant Miner Mega Knight
Mega Knight
Bats Zap Flying Machine Miner Electro Wizard

Defense Synergies 2 13

Bats
Zap Dark Prince Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Flying Machine Dark Prince Miner
Flying Machine
Zap Dark Prince Electro Wizard Mega Knight
Dark Prince
Bats Zap Flying Machine Electro Wizard
Rune Giant
Miner
Zap Mega Knight
Electro Wizard
Zap Bats Flying Machine Dark Prince Mega Knight
Mega Knight
Zap Bats Flying Machine Miner 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.

Zap Flying Machine Electro Wizard
Bats Zap Flying Machine Dark Prince Electro Wizard Mega Knight
Mega Knight Bats Dark Prince Electro Wizard
Bats Dark Prince Electro Wizard Mega Knight
Dark Prince Mega Knight
Bats Zap Flying Machine Dark Prince Electro Wizard Mega Knight
Bats Electro Wizard Zap Flying Machine
Zap Flying Machine Electro Wizard Mega Knight
Dark Prince Miner Electro Wizard Mega Knight
Bats Electro Wizard Zap Flying Machine Dark Prince Mega Knight
Bats Zap Flying Machine Electro Wizard
Mega Knight Bats Zap Flying Machine Dark Prince Electro Wizard
Mega Knight Bats Zap Dark Prince Electro Wizard
Electro Wizard Mega Knight
Zap Electro Wizard Mega Knight
Mega Knight Bats Dark Prince Electro Wizard
Mega Knight Bats Zap Flying Machine Dark Prince Electro Wizard
Zap Bats Flying Machine Dark Prince Electro Wizard Mega Knight
Electro Wizard
Dark Prince Mega Knight Bats Flying Machine Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Dark Prince Electro Wizard
Electro Wizard Zap Flying Machine Miner Mega Knight
Mega Knight Bats Zap Dark Prince Electro Wizard
Dark Prince Mega Knight Bats Zap Electro Wizard
Dark Prince Mega Knight
Bats Zap Flying Machine Electro Wizard
Dark Prince Bats Flying Machine Electro Wizard
Mega Knight Dark Prince
Zap Electro Wizard Mega Knight Bats Flying Machine Dark Prince
Mega Knight Bats Flying Machine Dark Prince
Mega Knight Zap Dark Prince Electro Wizard
Dark Prince Mega Knight
Flying Machine Mega Knight
Electro Wizard Bats Zap Flying Machine Dark Prince
Bats Mega Knight Zap Flying Machine Dark Prince Electro Wizard
Zap 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.)

Flying Machine
Zap Flying Machine Miner Electro Wizard
Flying Machine Miner
Flying Machine Dark Prince
Zap Dark Prince Mega Knight
Bats Zap Flying Machine
Flying Machine
Zap Flying Machine
Miner Zap Flying Machine
Bats Electro Wizard
Miner Zap Flying Machine Dark Prince Electro Wizard
Zap Flying Machine
Flying Machine Miner
Flying Machine
Zap Flying Machine
Zap Flying Machine
Flying Machine Mega Knight
Bats
Zap Flying Machine Dark Prince Electro Wizard Mega Knight
Zap Flying Machine Miner Mega Knight
Mega Knight
Zap Flying Machine
Zap Dark Prince Mega Knight
Miner Zap Flying Machine Electro Wizard
Zap Flying Machine Miner Mega Knight
Miner Zap
Bats Zap Flying Machine Electro Wizard
Zap Electro Wizard Bats Flying Machine
Zap Miner Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Bats Flying Machine Dark Prince
Zap Flying Machine Electro Wizard
Miner Flying Machine Dark Prince Electro Wizard Mega Knight
Zap Flying Machine
Zap
Flying Machine Dark Prince Mega Knight
Zap Bats Flying Machine Electro Wizard
Bats Zap Flying Machine Electro Wizard
Zap Flying Machine Dark Prince Miner Electro Wizard Mega Knight
Mega Knight

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