My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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

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 Rune Giant Mega Knight

Offensive cards

Win conditions

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

Royal Hogs Rune Giant

Damage spells

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

Void

Punishments

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

Royal Hogs Mega Knight

Pump responses

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

Void

Dropped at the bridge

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

Royal Hogs Rune 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.

Royal Hogs

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

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 Clone Rune 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

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.

Mirror Bats Skeleton Army Clone Void Rune Giant Royal Hogs Mega Knight

Shortest cycle

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

8 Mirror Bats Skeleton Army Clone

Attack Synergies 2 6

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
Mega Knight Royal Hogs Clone Rune Giant
Royal Hogs
Bats Clone Mega Knight
Mirror
Skeleton Army
Skeleton Army
Clone Mirror
Clone
Skeleton Army Bats Royal Hogs
Void
Rune Giant
Bats
Mega Knight
Bats Royal Hogs

Defense Synergies 1 2

Bats
Mega Knight
Royal Hogs
Mirror
Skeleton Army Mega Knight
Skeleton Army
Mirror
Clone
Void
Rune Giant
Mega Knight
Bats Mirror

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.

Void
Skeleton Army Bats Mega Knight
Skeleton Army Mega Knight Bats Void
Skeleton Army Bats Mega Knight
Skeleton Army Mega Knight
Skeleton Army Bats Mega Knight
Bats Void
Void Mega Knight
Skeleton Army
Skeleton Army Mega Knight
Bats Skeleton Army Mega Knight
Bats
Skeleton Army Mega Knight Bats
Skeleton Army Mega Knight Bats
Skeleton Army Mega Knight
Skeleton Army Mega Knight
Mega Knight Bats Skeleton Army
Mega Knight Bats Skeleton Army
Bats Mega Knight
Skeleton Army Mega Knight Bats

Counters to secondary win conditions

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

Skeleton Army Mega Knight Void
Void Mega Knight
Skeleton Army Mega Knight Bats
Skeleton Army Mega Knight Bats
Skeleton Army Mega Knight
Bats
Skeleton Army Bats Void
Mega Knight Skeleton Army
Void Mega Knight Bats Skeleton Army
Skeleton Army
Mega Knight Bats
Skeleton Army Mega Knight Void
Skeleton Army Mega Knight
Skeleton Army Mega Knight
Skeleton Army Bats
Bats Mega Knight
Void

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.)

Void
Void
Void
Void
Mega Knight
Bats
Void
Bats Void
Void
Void
Void
Void
Mega Knight
Bats
Void Mega Knight
Void Mega Knight
Void Mega Knight
Void
Void
Void
Mega Knight
Void
Void Mega Knight
Void
Bats Void
Bats Void
Void
Void Mega Knight
Void
Mega Knight
Bats Skeleton Army Void
Void Mega Knight
Void
Mega Knight
Bats
Bats Void
Void Mega Knight
Void Mega Knight
Void

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