My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Inferno Tower

Defensive buildings

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

Inferno Tower

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 Battle Ram

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap

Punishments

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

Elite Barbarians Battle Ram

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 Elite Barbarians Battle Ram

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 Elite Barbarians

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 Elite Barbarians Battle Ram Skeleton Army
Giant Snowball
Skeletons Bats Battle Ram Skeleton Army
Zap
Skeletons Bats Battle Ram Inferno Tower Skeleton Army
Barbarian Barrel
Skeletons Electro Spirit Elite Barbarians Battle Ram Inferno Tower Skeleton Army
The Log
Skeletons Electro Spirit Elite Barbarians Battle Ram Skeleton Army
Earthquake
Skeletons Inferno Tower Skeleton Army
Arrows
Skeletons Electro Spirit Bats Skeleton Army
Royal Delivery
Skeletons Electro Spirit Bats Elite Barbarians Battle Ram Skeleton Army
Fireball
Elite Barbarians Battle Ram Inferno Tower Skeleton Army
Poison
Bats Inferno Tower Skeleton Army
Lightning
Elite Barbarians Battle Ram Inferno Tower
Rocket
Elite Barbarians Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap

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.

Electro Spirit Bats Battle Ram Inferno Tower Skeleton Army

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.

Elite Barbarians 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.

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 Zap Skeleton Army Battle Ram Inferno Tower Elite Barbarians

Shortest cycle

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

6 Skeletons Electro Spirit Bats Zap

Attack Synergies 2 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.

Skeletons
Electro Spirit
Zap Elite Barbarians Battle Ram
Bats
Zap Elite Barbarians Battle Ram
Zap
Elite Barbarians Battle Ram Electro Spirit Bats
Elite Barbarians
Zap Electro Spirit Bats Battle Ram
Battle Ram
Zap Electro Spirit Bats Elite Barbarians
Inferno Tower
Skeleton Army

Defense Synergies 1 11

Skeletons
Electro Spirit Bats Zap Elite Barbarians Inferno Tower
Electro Spirit
Skeletons Zap
Bats
Skeletons Zap Inferno Tower
Zap
Skeletons Electro Spirit Bats Elite Barbarians Inferno Tower Skeleton Army
Elite Barbarians
Skeletons Zap
Battle Ram
Inferno Tower
Skeleton Army Skeletons Bats Zap
Skeleton Army
Inferno Tower Zap

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.

Zap Inferno Tower
Elite Barbarians Inferno Tower Skeleton Army Skeletons Bats Zap
Inferno Tower Skeleton Army Skeletons Bats Elite Barbarians
Elite Barbarians Inferno Tower Skeleton Army Skeletons Bats
Elite Barbarians Skeleton Army
Skeleton Army Skeletons Electro Spirit Bats Zap
Bats Inferno Tower Electro Spirit Zap
Electro Spirit Zap Inferno Tower
Inferno Tower Skeletons Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Skeletons Inferno Tower
Bats Skeleton Army Skeletons Electro Spirit Zap
Inferno Tower Bats Zap
Inferno Tower Skeleton Army Skeletons Bats Zap Elite Barbarians
Skeleton Army Electro Spirit Bats Zap
Elite Barbarians Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Zap Elite Barbarians
Skeletons Bats Elite Barbarians Inferno Tower Skeleton Army
Electro Spirit Bats Zap Elite Barbarians Skeleton Army
Zap Electro Spirit Bats
Elite Barbarians Inferno Tower
Skeleton Army Electro Spirit Bats Elite Barbarians

Counters to secondary win conditions

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

Skeleton Army Skeletons Zap Elite Barbarians Inferno Tower
Zap Elite Barbarians
Skeleton Army Skeletons Bats Zap Elite Barbarians Inferno Tower
Skeleton Army Bats Zap Elite Barbarians Inferno Tower
Inferno Tower Skeletons Elite Barbarians Skeleton Army
Skeletons Electro Spirit Bats Zap
Skeleton Army Skeletons Bats Elite Barbarians Inferno Tower
Inferno Tower Elite Barbarians Skeleton Army
Zap Skeletons Electro Spirit Bats Elite Barbarians Inferno Tower Skeleton Army
Inferno Tower Skeletons Skeleton Army
Bats Elite Barbarians Inferno Tower
Skeleton Army Zap Elite Barbarians
Elite Barbarians Skeleton Army Skeletons Inferno Tower
Skeleton Army
Elite Barbarians Inferno Tower Skeleton Army Skeletons Electro Spirit Bats Zap
Bats Electro Spirit Zap Elite Barbarians Inferno Tower
Electro Spirit Zap Inferno Tower

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.)

Zap
Zap
Electro Spirit Bats Zap
Zap
Zap
Bats Elite Barbarians
Zap
Zap
Elite Barbarians
Zap Elite Barbarians
Zap
Bats
Zap
Zap
Zap
Zap Electro Spirit
Zap
Zap
Zap
Elite Barbarians Bats Zap
Zap Electro Spirit Bats
Elite Barbarians
Zap
Zap Electro Spirit
Zap Electro Spirit Bats Skeleton Army
Zap
Zap
Zap
Elite Barbarians
Zap Electro Spirit Bats Elite Barbarians
Bats Zap
Zap

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