My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Hunter

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 Wizard Hunter Electro Giant Mega Knight

Offensive cards

Win conditions

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

Hog Rider Electro Giant

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.

Hog Rider Electro Giant 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.

Hog Rider Electro 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.

Hog Rider

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 Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Skeleton Army
Barbarian Barrel
Wizard Skeleton Army Hunter
The Log
Hog Rider Skeleton Army Hunter
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Hog Rider Wizard Skeleton Army Hunter
Fireball
Hog Rider Wizard Skeleton Army Hunter
Poison
Bats Wizard Skeleton Army Hunter
Lightning
Wizard Hunter
Rocket
Hog Rider Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Hunter Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Hunter Electro Giant 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 Electro Giant 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 Skeleton Army Hog Rider Hunter Wizard Electro Giant Mega Knight

Shortest cycle

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

11 Bats Zap Skeleton Army Hog Rider

Attack Synergies 3 8

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
Hog Rider Mega Knight Zap
Zap
Hog Rider Bats Hunter Mega Knight
Hog Rider
Bats Zap Wizard Hunter Mega Knight
Wizard
Hog Rider Mega Knight
Skeleton Army
Hunter
Zap Hog Rider Mega Knight
Electro Giant
Mega Knight
Bats Zap Hog Rider Wizard Hunter

Defense Synergies 1 8

Bats
Zap Hunter Mega Knight
Zap
Mega Knight Bats Skeleton Army Hunter
Hog Rider
Wizard
Skeleton Army Mega Knight
Skeleton Army
Zap Wizard
Hunter
Bats Zap Mega Knight
Electro Giant
Mega Knight
Zap Bats Wizard Hunter

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 Wizard
Skeleton Army Hunter Bats Zap Mega Knight
Skeleton Army Hunter Mega Knight Bats
Skeleton Army Hunter Bats Mega Knight
Skeleton Army Mega Knight
Skeleton Army Bats Zap Hunter Mega Knight
Bats Hunter Zap Wizard
Zap Electro Giant Mega Knight
Hunter Skeleton Army
Skeleton Army Hunter Mega Knight
Bats Skeleton Army Zap Wizard Hunter Electro Giant Mega Knight
Hunter Bats Zap Wizard
Skeleton Army Hunter Mega Knight Bats Zap Wizard
Wizard Skeleton Army Mega Knight Bats Zap Hunter
Skeleton Army Hunter Mega Knight
Skeleton Army Zap Hunter Electro Giant Mega Knight
Wizard Mega Knight Bats Skeleton Army Hunter
Mega Knight Bats Zap Wizard Skeleton Army Hunter
Zap Wizard Hunter Bats Mega Knight
Hunter
Wizard Skeleton Army Mega Knight Bats Hunter Electro Giant
Hunter

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Electro Giant
Zap Wizard Hunter Mega Knight
Skeleton Army Mega Knight Bats Zap Hunter
Skeleton Army Hunter Mega Knight Bats Zap
Skeleton Army Hunter Mega Knight
Wizard Electro Giant Bats Zap Hunter
Skeleton Army Bats Hunter
Mega Knight Skeleton Army Hunter
Zap Mega Knight Bats Skeleton Army
Skeleton Army
Mega Knight Bats Hunter
Skeleton Army Mega Knight Zap Electro Giant
Skeleton Army Mega Knight Wizard Hunter
Wizard Skeleton Army Electro Giant Mega Knight
Skeleton Army Electro Giant Bats Zap Hunter
Bats Mega Knight Zap Wizard Hunter Electro Giant
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.)

Zap
Wizard Zap Mega Knight
Wizard Electro Giant Bats Zap Hunter
Wizard
Zap Wizard Hunter
Zap Wizard
Bats
Zap Wizard
Zap Wizard
Hunter
Zap
Zap Wizard Hunter
Wizard Mega Knight
Bats
Zap Wizard Hunter Mega Knight
Zap Wizard Electro Giant Mega Knight
Mega Knight
Wizard
Zap
Zap Electro Giant Wizard Hunter Mega Knight
Zap Wizard Hunter
Zap Wizard Mega Knight
Zap
Bats Zap Wizard Hunter Electro Giant
Zap Bats Wizard Electro Giant
Zap Wizard Hunter Mega Knight
Zap
Mega Knight
Wizard
Zap Bats Skeleton Army
Zap Wizard Hunter
Wizard Hunter Mega Knight
Zap Wizard
Zap Electro Giant
Mega Knight
Zap Electro Giant Bats
Bats Zap
Zap Electro Giant Mega Knight
Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: