My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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

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 Giant Skeleton

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Rage

Punishments

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

Elite Barbarians

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.

Elite Barbarians Giant Skeleton

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 Giant Skeleton

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 Clone Giant Skeleton
Giant Snowball
Bats Skeleton Army Clone
Zap
Bats Skeleton Army Clone
Barbarian Barrel
Elite Barbarians Wizard Skeleton Army Clone Giant Skeleton
The Log
Elite Barbarians Skeleton Army Clone Giant Skeleton
Earthquake
Skeleton Army Clone
Arrows
Bats Skeleton Army Clone
Royal Delivery
Bats Elite Barbarians Wizard Skeleton Army Clone Giant Skeleton
Fireball
Elite Barbarians Wizard Skeleton Army Clone
Poison
Bats Wizard Skeleton Army Clone
Lightning
Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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 Rage Skeleton Army Clone Giant Skeleton

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

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 Rage Skeleton Army Clone Wizard Elite Barbarians Giant Skeleton

Shortest cycle

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

9 Bats Zap Rage Skeleton Army

Attack Synergies 5 9

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
Giant Skeleton Zap Elite Barbarians Rage Clone
Zap
Elite Barbarians Bats Giant Skeleton
Elite Barbarians
Zap Rage Bats Wizard
Wizard
Elite Barbarians Rage Giant Skeleton
Rage
Elite Barbarians Bats Wizard Giant Skeleton
Skeleton Army
Clone
Clone
Skeleton Army Giant Skeleton Bats
Giant Skeleton
Bats Clone Zap Wizard Rage

Defense Synergies 0 9

Bats
Zap Giant Skeleton
Zap
Bats Elite Barbarians Skeleton Army Giant Skeleton
Elite Barbarians
Zap Wizard
Wizard
Elite Barbarians Skeleton Army Giant Skeleton
Rage
Skeleton Army
Zap Wizard Giant Skeleton
Clone
Giant Skeleton
Bats Zap Wizard Skeleton Army

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
Elite Barbarians Skeleton Army Bats Zap
Skeleton Army Bats Elite Barbarians Giant Skeleton
Elite Barbarians Skeleton Army Bats
Elite Barbarians Skeleton Army Giant Skeleton
Skeleton Army Bats Zap
Bats Zap Wizard
Zap Giant Skeleton
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Giant Skeleton
Bats Skeleton Army Zap Wizard Giant Skeleton
Bats Zap Wizard
Skeleton Army Bats Zap Elite Barbarians Wizard Giant Skeleton
Wizard Skeleton Army Bats Zap
Elite Barbarians Skeleton Army
Skeleton Army Zap Elite Barbarians
Wizard Bats Elite Barbarians Skeleton Army
Bats Zap Elite Barbarians Wizard Skeleton Army
Zap Wizard Bats Giant Skeleton
Elite Barbarians
Wizard Skeleton Army Bats Elite Barbarians Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Zap Elite Barbarians Giant Skeleton
Zap Elite Barbarians Wizard
Skeleton Army Giant Skeleton Bats Zap Elite Barbarians
Skeleton Army Giant Skeleton Bats Zap Elite Barbarians
Giant Skeleton Elite Barbarians Skeleton Army
Wizard Bats Zap
Skeleton Army Bats Elite Barbarians Giant Skeleton
Giant Skeleton Elite Barbarians Skeleton Army
Zap Giant Skeleton Bats Elite Barbarians Skeleton Army
Skeleton Army
Bats Elite Barbarians Giant Skeleton
Skeleton Army Zap Elite Barbarians Giant Skeleton
Elite Barbarians Skeleton Army Giant Skeleton Wizard
Wizard Skeleton Army
Elite Barbarians Skeleton Army Bats Zap Giant Skeleton
Bats Zap Elite Barbarians Wizard Giant Skeleton
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.)

Giant Skeleton
Zap
Giant Skeleton
Giant Skeleton
Wizard Zap
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats Elite Barbarians
Zap Wizard
Zap Wizard
Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard
Bats
Zap Wizard
Zap Wizard
Giant Skeleton
Wizard
Zap
Zap Wizard
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Bats Zap Wizard
Zap Bats Wizard
Elite Barbarians
Zap Wizard
Zap
Giant Skeleton
Wizard
Zap Bats Skeleton Army
Zap Wizard
Wizard
Zap Wizard
Zap Giant Skeleton
Elite Barbarians
Zap Bats Elite Barbarians Giant Skeleton
Bats Zap
Zap Giant Skeleton
Wizard

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