My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Fire Spirit Bats 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 Electro Wizard Mega Knight Golden Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Tornado

Punishments

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

Goblin Barrel Mega Knight Golden Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit 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.

Goblin Barrel Electro Wizard Golden Knight

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 Goblin Barrel Skeleton Army
Giant Snowball
Fire Spirit Bats Goblin Barrel Skeleton Army
Zap
Fire Spirit Bats Goblin Barrel Skeleton Army
Barbarian Barrel
Fire Spirit Goblin Barrel Skeleton Army Electro Wizard
The Log
Fire Spirit Goblin Barrel Skeleton Army
Earthquake
Goblin Barrel Skeleton Army
Arrows
Fire Spirit Bats Goblin Barrel Skeleton Army
Royal Delivery
Fire Spirit Bats Goblin Barrel Skeleton Army Electro Wizard
Fireball
Goblin Barrel Skeleton Army Electro Wizard
Poison
Bats Skeleton Army Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Tornado 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.

Fire Spirit Bats Skeleton Army Tornado 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.

Goblin Barrel 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.

Fire Spirit Goblin Barrel 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.

Fire Spirit Bats Goblin Barrel Skeleton Army Tornado Electro Wizard Golden Knight Mega Knight

Shortest cycle

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

9 Fire Spirit Bats Goblin Barrel Skeleton Army

Attack Synergies 1 7

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.

Fire Spirit
Goblin Barrel
Bats
Mega Knight Goblin Barrel
Goblin Barrel
Fire Spirit Bats Skeleton Army Mega Knight Golden Knight
Skeleton Army
Goblin Barrel
Tornado
Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Bats Goblin Barrel Tornado Electro Wizard
Golden Knight
Goblin Barrel

Defense Synergies 0 10

Fire Spirit
Tornado Electro Wizard Golden Knight
Bats
Electro Wizard Mega Knight Golden Knight
Goblin Barrel
Skeleton Army
Electro Wizard
Tornado
Fire Spirit Electro Wizard Mega Knight
Electro Wizard
Fire Spirit Bats Skeleton Army Tornado Mega Knight
Mega Knight
Bats Tornado Electro Wizard
Golden Knight
Fire Spirit Bats

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.

Electro Wizard Golden Knight
Skeleton Army Bats Electro Wizard Mega Knight
Skeleton Army Tornado Mega Knight Fire Spirit Bats Electro Wizard
Skeleton Army Bats Electro Wizard Mega Knight
Skeleton Army Tornado Mega Knight
Skeleton Army Tornado Fire Spirit Bats Electro Wizard Mega Knight
Bats Tornado Electro Wizard Fire Spirit
Electro Wizard Mega Knight Golden Knight
Skeleton Army Tornado
Skeleton Army Tornado Fire Spirit Electro Wizard Mega Knight
Bats Skeleton Army Electro Wizard Tornado Mega Knight
Bats Tornado Electro Wizard
Skeleton Army Mega Knight Fire Spirit Bats Electro Wizard
Fire Spirit Skeleton Army Mega Knight Bats Tornado Electro Wizard Golden Knight
Skeleton Army Electro Wizard Mega Knight
Skeleton Army Tornado Electro Wizard Mega Knight
Mega Knight Bats Skeleton Army Tornado Electro Wizard
Fire Spirit Mega Knight Bats Skeleton Army Tornado Electro Wizard Golden Knight
Tornado Fire Spirit Bats Electro Wizard Mega Knight
Tornado Electro Wizard
Skeleton Army Mega Knight Fire Spirit Bats Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Electro Wizard
Electro Wizard Mega Knight
Skeleton Army Mega Knight Bats Electro Wizard Golden Knight
Skeleton Army Mega Knight Bats Tornado Electro Wizard
Skeleton Army Mega Knight
Fire Spirit Bats Tornado Electro Wizard
Skeleton Army Bats Electro Wizard
Mega Knight Skeleton Army
Electro Wizard Mega Knight Bats Skeleton Army Tornado
Skeleton Army
Mega Knight Bats Golden Knight
Skeleton Army Mega Knight Tornado Electro Wizard
Skeleton Army Mega Knight Golden Knight
Skeleton Army Mega Knight
Skeleton Army Electro Wizard Bats Tornado Golden Knight
Bats Mega Knight Electro Wizard Golden Knight
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.)

Golden Knight
Tornado Electro Wizard Golden Knight
Fire Spirit Mega Knight
Fire Spirit Bats Tornado
Fire Spirit Tornado
Fire Spirit Tornado
Tornado Golden Knight
Fire Spirit Bats Tornado Electro Wizard
Tornado Electro Wizard Golden Knight
Fire Spirit Tornado
Fire Spirit Golden Knight
Golden Knight
Mega Knight
Tornado
Bats
Fire Spirit Electro Wizard Mega Knight
Fire Spirit Tornado Mega Knight Golden Knight
Mega Knight
Tornado
Tornado
Tornado Fire Spirit Mega Knight
Tornado Electro Wizard Golden Knight
Tornado Mega Knight Golden Knight
Tornado Golden Knight
Fire Spirit Bats Tornado Electro Wizard
Electro Wizard Bats
Mega Knight
Electro Wizard
Mega Knight
Electro Wizard Fire Spirit Bats Skeleton Army
Fire Spirit Tornado Electro Wizard
Electro Wizard Mega Knight
Tornado
Mega Knight
Bats Tornado Electro Wizard Golden Knight
Bats Tornado Electro Wizard
Tornado Electro Wizard Mega Knight Golden Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: