My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 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 Royal Recruits Wizard Balloon Inferno Dragon

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.

Fireball Rage

Punishments

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

Royal Recruits Balloon

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Recruits Balloon

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Royal Recruits Rage Skeleton Army Inferno Dragon

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.

Fireball 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.

Fireball 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 Rage Skeleton Army Fireball Inferno Dragon Wizard Balloon Royal Recruits

Shortest cycle

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

11 Bats Rage Skeleton Army Fireball

Attack Synergies 2 5

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
Balloon Royal Recruits Rage Inferno Dragon
Royal Recruits
Bats
Fireball
Wizard
Rage Balloon
Rage
Balloon Bats Wizard
Skeleton Army
Balloon
Bats Rage Wizard
Inferno Dragon
Bats

Defense Synergies 0 5

Bats
Royal Recruits Inferno Dragon
Royal Recruits
Bats Skeleton Army
Fireball
Wizard
Skeleton Army
Rage
Skeleton Army
Royal Recruits Wizard Inferno Dragon
Balloon
Inferno Dragon
Bats 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.

Royal Recruits Fireball Wizard
Skeleton Army Inferno Dragon Bats Royal Recruits
Skeleton Army Bats Royal Recruits Inferno Dragon
Royal Recruits Skeleton Army Inferno Dragon Bats
Royal Recruits Fireball Skeleton Army
Fireball Skeleton Army Bats
Bats Inferno Dragon Fireball Wizard
Royal Recruits Fireball
Inferno Dragon Royal Recruits Skeleton Army
Skeleton Army Royal Recruits
Bats Skeleton Army Royal Recruits Fireball Wizard
Inferno Dragon Bats Fireball Wizard
Royal Recruits Skeleton Army Bats Fireball Wizard
Fireball Wizard Skeleton Army Bats Royal Recruits
Royal Recruits Skeleton Army Inferno Dragon
Skeleton Army Royal Recruits Fireball Inferno Dragon
Wizard Bats Royal Recruits Fireball Skeleton Army
Fireball Bats Royal Recruits Wizard Skeleton Army
Wizard Bats Royal Recruits Fireball Inferno Dragon
Royal Recruits Inferno Dragon
Royal Recruits Wizard Skeleton Army Bats Fireball

Counters to secondary win conditions

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

Royal Recruits Skeleton Army Fireball
Fireball Wizard Inferno Dragon
Royal Recruits Skeleton Army Bats
Royal Recruits Skeleton Army Bats Fireball
Royal Recruits Skeleton Army Inferno Dragon
Fireball Wizard Bats
Royal Recruits Skeleton Army Bats Fireball
Royal Recruits Skeleton Army Inferno Dragon
Royal Recruits Bats Fireball Skeleton Army Inferno Dragon
Royal Recruits Skeleton Army Inferno Dragon
Inferno Dragon Bats Royal Recruits
Royal Recruits Skeleton Army Fireball
Royal Recruits Skeleton Army Fireball Wizard
Royal Recruits Wizard Fireball Skeleton Army
Royal Recruits Skeleton Army Bats Fireball Inferno Dragon
Bats Royal Recruits Fireball Wizard Inferno Dragon
Fireball

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.)

Fireball Royal Recruits
Fireball
Fireball
Royal Recruits Fireball
Fireball Wizard
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Wizard
Bats Fireball
Royal Recruits Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Royal Recruits Fireball Wizard
Fireball
Bats
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Royal Recruits Fireball
Fireball Wizard
Inferno Dragon
Fireball Wizard
Fireball Wizard
Fireball
Bats Fireball Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bats Royal Recruits Fireball Skeleton Army
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Royal Recruits
Bats Royal Recruits Fireball
Bats Fireball
Royal Recruits Fireball

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