My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Similar decks

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.

Skeletons Bats Knight Royal Recruits Wizard Balloon

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.

Arrows 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.

Missing

Dropped at the bridge

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

Knight 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
Skeletons Bats Royal Recruits Balloon
Giant Snowball
Skeletons Bats Royal Recruits Balloon
Zap
Skeletons Bats Balloon
Barbarian Barrel
Skeletons Knight Royal Recruits Wizard
The Log
Skeletons Royal Recruits
Earthquake
Skeletons
Arrows
Skeletons Bats Royal Recruits
Royal Delivery
Skeletons Bats Knight Royal Recruits Wizard Balloon
Fireball
Wizard Balloon
Poison
Bats Royal Recruits Wizard Balloon
Lightning
Knight Wizard Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

Ladder info

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 Arrows Knight Royal Recruits Rage

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Rage Arrows Knight Wizard Balloon Royal Recruits

Shortest cycle

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

8 Skeletons Bats Rage Arrows

Attack Synergies 5 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.

Skeletons
Bats
Knight Balloon Royal Recruits Rage
Arrows
Balloon Knight
Knight
Bats Balloon Arrows Wizard
Royal Recruits
Bats
Wizard
Knight Rage Balloon
Rage
Balloon Bats Wizard
Balloon
Bats Arrows Knight Rage Wizard

Defense Synergies 1 6

Skeletons
Bats Knight Wizard
Bats
Knight Skeletons Royal Recruits
Arrows
Knight
Knight
Bats Skeletons Arrows Wizard
Royal Recruits
Bats
Wizard
Skeletons Knight
Rage
Balloon

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.

Knight Royal Recruits Wizard
Skeletons Bats Knight Royal Recruits
Skeletons Bats Knight Royal Recruits
Royal Recruits Skeletons Bats Knight
Arrows Royal Recruits
Arrows Skeletons Bats
Bats Arrows Wizard
Arrows Royal Recruits
Skeletons Royal Recruits
Knight Skeletons Royal Recruits
Bats Skeletons Arrows Knight Royal Recruits Wizard
Arrows Bats Wizard
Royal Recruits Skeletons Bats Knight Wizard
Wizard Bats Arrows Royal Recruits
Royal Recruits Knight
Royal Recruits
Wizard Skeletons Bats Arrows Knight Royal Recruits
Arrows Bats Knight Royal Recruits Wizard
Arrows Wizard Bats Knight Royal Recruits
Royal Recruits
Royal Recruits Wizard Bats Arrows Knight

Counters to secondary win conditions

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

Knight Royal Recruits Skeletons
Arrows Knight Wizard
Royal Recruits Skeletons Bats Knight
Royal Recruits Bats Knight
Royal Recruits Skeletons Knight
Arrows Wizard Skeletons Bats
Royal Recruits Skeletons Bats Knight
Knight Royal Recruits
Royal Recruits Skeletons Bats Knight
Royal Recruits Skeletons
Bats Knight Royal Recruits
Royal Recruits Arrows
Royal Recruits Skeletons Knight Wizard
Royal Recruits Wizard
Royal Recruits Skeletons Bats Knight
Bats Arrows Royal Recruits 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.)

Arrows Knight Royal Recruits
Arrows
Arrows
Arrows Knight Royal Recruits
Wizard Arrows
Arrows Wizard Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard
Bats
Arrows Knight Royal Recruits Wizard
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Royal Recruits Wizard
Arrows
Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Royal Recruits
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Bats Arrows Wizard
Bats Wizard
Arrows Wizard
Arrows
Arrows Wizard
Bats Royal Recruits
Arrows Wizard
Arrows
Knight Wizard
Arrows Wizard
Arrows
Royal Recruits
Bats Royal Recruits
Bats
Royal Recruits

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