My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 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 Knight 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.

Elite Barbarians 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.

Knight Elite Barbarians 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Knight 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.

Elite Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Knight Skeleton Army Inferno Dragon Balloon Elite Barbarians Mega Knight

Shortest cycle

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

10 Bats Zap Knight Skeleton Army

Attack Synergies 7 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
Knight Balloon Mega Knight Zap Elite Barbarians Inferno Dragon
Zap
Elite Barbarians Balloon Bats Knight Mega Knight
Knight
Bats Balloon Zap Elite Barbarians
Elite Barbarians
Zap Bats Knight Mega Knight
Skeleton Army
Balloon
Bats Zap Knight Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Zap Elite Barbarians Balloon

Defense Synergies 2 11

Bats
Knight Zap Inferno Dragon Mega Knight
Zap
Mega Knight Bats Knight Elite Barbarians Skeleton Army Inferno Dragon
Knight
Bats Zap Skeleton Army
Elite Barbarians
Zap Mega Knight
Skeleton Army
Zap Knight Inferno Dragon
Balloon
Inferno Dragon
Bats Zap Skeleton Army Mega Knight
Mega Knight
Zap Bats Elite Barbarians 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 Knight
Elite Barbarians Skeleton Army Inferno Dragon Bats Zap Knight Mega Knight
Skeleton Army Mega Knight Bats Knight Elite Barbarians Inferno Dragon
Elite Barbarians Skeleton Army Inferno Dragon Bats Knight Mega Knight
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Bats Zap Mega Knight
Bats Inferno Dragon Zap
Zap Mega Knight
Inferno Dragon Elite Barbarians Skeleton Army
Knight Elite Barbarians Skeleton Army Mega Knight
Bats Skeleton Army Zap Knight Mega Knight
Inferno Dragon Bats Zap
Skeleton Army Mega Knight Bats Zap Knight Elite Barbarians
Skeleton Army Mega Knight Bats Zap
Elite Barbarians Skeleton Army Inferno Dragon Knight Mega Knight
Skeleton Army Zap Elite Barbarians Inferno Dragon Mega Knight
Mega Knight Bats Knight Elite Barbarians Skeleton Army
Mega Knight Bats Zap Knight Elite Barbarians Skeleton Army
Zap Bats Knight Inferno Dragon Mega Knight
Elite Barbarians Inferno Dragon
Skeleton Army Mega Knight Bats Knight Elite Barbarians

Counters to secondary win conditions

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

Knight Skeleton Army Mega Knight Zap Elite Barbarians
Zap Knight Elite Barbarians Inferno Dragon Mega Knight
Skeleton Army Mega Knight Bats Zap Knight Elite Barbarians
Skeleton Army Mega Knight Bats Zap Knight Elite Barbarians
Knight Elite Barbarians Skeleton Army Inferno Dragon Mega Knight
Bats Zap
Skeleton Army Bats Knight Elite Barbarians
Mega Knight Knight Elite Barbarians Skeleton Army Inferno Dragon
Zap Mega Knight Bats Knight Elite Barbarians Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bats Knight Elite Barbarians
Skeleton Army Mega Knight Zap Elite Barbarians
Elite Barbarians Skeleton Army Mega Knight Knight
Skeleton Army Mega Knight
Elite Barbarians Skeleton Army Bats Zap Knight Inferno Dragon
Bats Mega Knight Zap Elite Barbarians 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.)

Knight
Zap
Knight
Zap Mega Knight
Bats Zap
Zap
Zap
Bats Elite Barbarians
Zap Knight
Zap
Knight Elite Barbarians
Zap Elite Barbarians
Zap
Mega Knight
Bats
Zap Mega Knight
Zap Mega Knight
Mega Knight
Zap
Zap Mega Knight
Inferno Dragon
Zap
Zap Mega Knight
Zap
Elite Barbarians Bats Zap
Zap Bats
Elite Barbarians
Zap Mega Knight
Zap
Mega Knight
Zap Bats Skeleton Army
Zap
Knight Mega Knight
Zap
Zap
Elite Barbarians Mega Knight
Zap Bats Elite Barbarians
Bats Zap
Zap Mega Knight
Inferno Dragon
Mega Knight

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