My Best Clash Royale Deck

Deck Check Rating

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

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 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 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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Skeleton Barrel Suspicious Bush Mega Knight

Offensive cards

Win conditions

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

Skeleton Barrel Mortar

Damage spells

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

Arrows

Punishments

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

Skeleton Barrel Mortar Mega Knight

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.

Electro Spirit Skeleton Barrel Mortar 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.

Electro Spirit Skeleton Barrel

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 Skeleton Barrel
Giant Snowball
Skeletons Bats Skeleton Barrel
Zap
Skeletons Bats Skeleton Barrel Mortar
Barbarian Barrel
Skeletons Electro Spirit Skeleton Barrel Mortar
The Log
Skeletons Electro Spirit Skeleton Barrel Suspicious Bush
Earthquake
Skeletons Mortar
Arrows
Skeletons Electro Spirit Bats Skeleton Barrel Suspicious Bush
Royal Delivery
Skeletons Electro Spirit Bats Skeleton Barrel
Fireball
Skeleton Barrel Mortar Suspicious Bush
Poison
Bats Skeleton Barrel Mortar Suspicious Bush
Lightning
Mortar
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Mortar Mega Knight

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.

Electro Spirit Bats Arrows Skeleton Barrel Suspicious Bush Mega Knight

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 Electro Spirit Bats Suspicious Bush Arrows Skeleton Barrel Mortar Mega Knight

Shortest cycle

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

6 Skeletons Electro Spirit Bats Suspicious Bush

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.

Skeletons
Electro Spirit
Bats
Skeleton Barrel Mega Knight Mortar
Arrows
Skeleton Barrel Mortar Mega Knight
Skeleton Barrel
Bats Arrows Mortar Mega Knight
Mortar
Bats Arrows Skeleton Barrel
Suspicious Bush
Mega Knight
Bats Arrows Skeleton Barrel

Defense Synergies 1 7

Skeletons
Electro Spirit Bats Mortar
Electro Spirit
Skeletons
Bats
Skeletons Mortar Mega Knight
Arrows
Mega Knight Mortar
Skeleton Barrel
Mega Knight
Mortar
Skeletons Bats Arrows
Suspicious Bush
Mega Knight
Arrows Bats Skeleton Barrel

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.

Skeleton Barrel Mortar
Skeletons Bats Mortar Mega Knight
Mortar Mega Knight Skeletons Bats
Skeletons Bats Mortar Mega Knight
Arrows Mega Knight
Arrows Skeletons Electro Spirit Bats Mega Knight
Bats Electro Spirit Arrows Mortar
Electro Spirit Arrows Skeleton Barrel Mega Knight
Skeletons Mortar
Skeletons Mega Knight
Bats Skeletons Electro Spirit Arrows Mega Knight
Arrows Bats
Mortar Mega Knight Skeletons Bats
Mega Knight Electro Spirit Bats Arrows Mortar
Mortar Mega Knight
Mortar Mega Knight
Mega Knight Skeletons Bats Arrows Mortar
Arrows Mortar Mega Knight Electro Spirit Bats
Arrows Mortar Electro Spirit Bats Mega Knight
Mortar
Mega Knight Electro Spirit Bats Arrows

Counters to secondary win conditions

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

Mega Knight Skeletons
Arrows Skeleton Barrel Mortar Mega Knight
Mega Knight Skeletons Bats
Mega Knight Bats
Skeletons Mega Knight
Arrows Skeletons Electro Spirit Bats Skeleton Barrel
Skeletons Bats
Mega Knight
Mega Knight Skeletons Electro Spirit Bats Mortar
Skeletons
Mega Knight Bats
Mega Knight Arrows
Mega Knight Skeletons
Mega Knight
Skeletons Electro Spirit Bats Mortar
Bats Arrows Mega Knight Electro Spirit
Electro Spirit Arrows Mortar

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.)

Skeleton Barrel Arrows Mortar
Arrows Mortar Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows Mortar Mega Knight
Arrows Electro Spirit Bats Skeleton Barrel
Arrows Mortar
Arrows Skeleton Barrel
Arrows Skeleton Barrel Mortar
Bats
Arrows Skeleton Barrel Mortar
Arrows
Skeleton Barrel Mortar
Arrows Skeleton Barrel Mortar
Arrows Skeleton Barrel Mortar
Arrows Skeleton Barrel Mortar
Arrows Skeleton Barrel Mortar Mega Knight
Arrows Mortar
Bats
Arrows Skeleton Barrel Mortar Mega Knight
Arrows Skeleton Barrel Mortar Mega Knight
Mega Knight
Arrows
Arrows Skeleton Barrel Mortar
Arrows Electro Spirit Mortar Mega Knight
Arrows Mortar Skeleton Barrel
Arrows Skeleton Barrel Mortar Mega Knight
Arrows Skeleton Barrel Mortar
Bats Arrows
Electro Spirit Bats Skeleton Barrel
Arrows Mortar Mega Knight
Electro Spirit Arrows
Mega Knight
Arrows
Skeleton Barrel Electro Spirit Bats
Arrows
Arrows
Mega Knight
Arrows Skeleton Barrel Mortar
Arrows
Mega Knight
Electro Spirit Bats
Bats
Skeleton Barrel Mortar Mega Knight
Mortar Mega Knight

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