My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Good
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 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.

Spear Goblins Bats Electro Wizard Ram Rider

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 Spear Goblins Bomber Bats Electro Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

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.

Ram Rider 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.

Spear Goblins Ram Rider 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 Wizard Ram Rider

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 Spear Goblins Bomber Bats Ram Rider
Giant Snowball
Skeletons Spear Goblins Bomber Bats Ram Rider
Zap
Skeletons Spear Goblins Bomber Bats Ram Rider
Barbarian Barrel
Skeletons Spear Goblins Bomber Electro Wizard
The Log
Skeletons Spear Goblins Bomber Ram Rider
Earthquake
Skeletons Spear Goblins Bomber
Arrows
Skeletons Spear Goblins Bomber Bats
Royal Delivery
Skeletons Spear Goblins Bomber Bats Electro Wizard Ram Rider
Fireball
Bomber Electro Wizard Ram Rider
Poison
Spear Goblins Bomber Bats Electro Wizard
Lightning
Electro Wizard Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap 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.

Spear Goblins Bats Mega Knight

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.

Electro 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.

Skeletons Spear Goblins Bomber Bats Zap Electro Wizard Ram Rider Mega Knight

Shortest cycle

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

7 Skeletons Spear Goblins Bomber Bats

Attack Synergies 3 13

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
Spear Goblins
Zap Ram Rider Mega Knight
Bomber
Bats Zap Ram Rider Mega Knight
Bats
Mega Knight Bomber Zap Ram Rider
Zap
Electro Wizard Ram Rider Spear Goblins Bomber Bats Mega Knight
Electro Wizard
Zap Ram Rider Mega Knight
Ram Rider
Zap Spear Goblins Bomber Bats Electro Wizard Mega Knight
Mega Knight
Bats Spear Goblins Bomber Zap Electro Wizard Ram Rider

Defense Synergies 2 19

Skeletons
Spear Goblins Bomber Bats Zap Electro Wizard Ram Rider
Spear Goblins
Skeletons Bats Zap Electro Wizard Mega Knight
Bomber
Skeletons Bats Zap Electro Wizard
Bats
Skeletons Spear Goblins Bomber Zap Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Skeletons Spear Goblins Bomber Bats Ram Rider
Electro Wizard
Zap Skeletons Spear Goblins Bomber Bats Ram Rider Mega Knight
Ram Rider
Skeletons Zap Electro Wizard
Mega Knight
Zap Spear Goblins Bats Electro Wizard

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.

Spear Goblins Bomber Zap Electro Wizard Ram Rider
Skeletons Bats Zap Electro Wizard Ram Rider Mega Knight
Ram Rider Mega Knight Skeletons Bomber Bats Electro Wizard
Skeletons Bats Electro Wizard Ram Rider Mega Knight
Bomber Mega Knight
Skeletons Spear Goblins Bomber Bats Zap Electro Wizard Mega Knight
Bats Electro Wizard Ram Rider Spear Goblins Zap
Zap Electro Wizard Ram Rider Mega Knight
Skeletons
Skeletons Spear Goblins Bomber Electro Wizard Mega Knight
Bats Electro Wizard Skeletons Spear Goblins Bomber Zap Ram Rider Mega Knight
Spear Goblins Bats Zap Electro Wizard Ram Rider
Mega Knight Skeletons Bomber Bats Zap Electro Wizard Ram Rider
Bomber Mega Knight Bats Zap Electro Wizard
Electro Wizard Ram Rider Mega Knight
Zap Electro Wizard Ram Rider Mega Knight
Mega Knight Skeletons Bomber Bats Electro Wizard
Mega Knight Spear Goblins Bomber Bats Zap Electro Wizard Ram Rider
Zap Spear Goblins Bomber Bats Electro Wizard Ram Rider Mega Knight
Electro Wizard Ram Rider
Bomber Mega Knight Spear Goblins Bats Electro Wizard

Counters to secondary win conditions

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

Mega Knight Skeletons Spear Goblins Zap Electro Wizard
Electro Wizard Bomber Zap Mega Knight
Mega Knight Skeletons Spear Goblins Bats Zap Electro Wizard Ram Rider
Mega Knight Bats Zap Electro Wizard Ram Rider
Skeletons Ram Rider Mega Knight
Skeletons Bats Zap Electro Wizard Ram Rider
Skeletons Spear Goblins Bats Electro Wizard Ram Rider
Mega Knight
Zap Electro Wizard Mega Knight Skeletons Spear Goblins Bats
Skeletons
Mega Knight Bats
Mega Knight Zap Electro Wizard
Mega Knight Skeletons Ram Rider
Bomber Mega Knight
Electro Wizard Skeletons Spear Goblins Bomber Bats Zap
Bats Mega Knight Bomber Zap Electro Wizard
Bomber Zap Electro 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.)

Zap Electro Wizard Ram Rider
Bomber Zap Mega Knight
Spear Goblins Bats Zap Ram Rider
Bomber
Zap Ram Rider
Zap Ram Rider
Bats Electro Wizard
Zap Electro Wizard Ram Rider
Zap
Zap
Spear Goblins Bomber Zap
Mega Knight
Bomber Bats
Bomber Zap Electro Wizard Mega Knight
Bomber Zap Mega Knight
Mega Knight
Zap
Zap Bomber Mega Knight
Zap Electro Wizard Ram Rider
Zap Ram Rider Mega Knight
Zap
Bats Zap Electro Wizard
Zap Electro Wizard Bats
Bomber Zap Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Spear Goblins Bats
Zap Electro Wizard Ram Rider
Electro Wizard Mega Knight
Bomber Zap
Zap
Mega Knight
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard Mega Knight
Mega Knight

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