My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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 Electro 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.

Bats Electro Giant Bandit Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel Electro Giant

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.

Goblin Barrel Electro Giant Bandit Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Electro Giant Bandit 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.

Goblin Barrel Bandit Electro Wizard

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 Goblin Barrel Skeleton Army Bandit
Giant Snowball
Bats Goblin Barrel Skeleton Army
Zap
Bats Goblin Barrel Skeleton Army Bandit
Barbarian Barrel
Goblin Barrel Skeleton Army Bandit Electro Wizard
The Log
Goblin Barrel Skeleton Army Bandit
Earthquake
Goblin Barrel Skeleton Army
Arrows
Bats Goblin Barrel Skeleton Army
Royal Delivery
Bats Goblin Barrel Skeleton Army Bandit Electro Wizard
Fireball
Goblin Barrel Skeleton Army Bandit Electro Wizard
Poison
Bats Skeleton Army Electro Wizard
Lightning
Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Electro Giant 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 Electro 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.

Goblin Barrel Skeleton Army

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.

Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Goblin Barrel Skeleton Army Bandit Electro Wizard Electro Giant Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Barrel Skeleton Army

Attack Synergies 2 11

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 Zap Goblin Barrel Bandit
Zap
Electro Wizard Bats Bandit Mega Knight
Goblin Barrel
Bats Skeleton Army Bandit Mega Knight
Skeleton Army
Goblin Barrel
Electro Giant
Bandit
Bats Zap Goblin Barrel Electro Wizard Mega Knight
Electro Wizard
Zap Bandit Mega Knight
Mega Knight
Bats Zap Goblin Barrel Bandit Electro Wizard

Defense Synergies 2 11

Bats
Zap Bandit Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Skeleton Army Bandit
Goblin Barrel
Skeleton Army
Zap Bandit Electro Wizard
Electro Giant
Bandit
Bats Zap Skeleton Army Electro Wizard Mega Knight
Electro Wizard
Zap Bats Skeleton Army Bandit Mega Knight
Mega Knight
Zap Bats Bandit 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.

Zap Electro Wizard
Skeleton Army Bats Zap Bandit Electro Wizard Mega Knight
Skeleton Army Mega Knight Bats Bandit Electro Wizard
Skeleton Army Bats Bandit Electro Wizard Mega Knight
Skeleton Army Mega Knight
Skeleton Army Bats Zap Bandit Electro Wizard Mega Knight
Bats Electro Wizard Zap
Zap Electro Giant Bandit Electro Wizard Mega Knight
Skeleton Army
Skeleton Army Bandit Electro Wizard Mega Knight
Bats Skeleton Army Electro Wizard Zap Electro Giant Bandit Mega Knight
Bats Zap Electro Wizard
Skeleton Army Mega Knight Bats Zap Bandit Electro Wizard
Skeleton Army Mega Knight Bats Zap Electro Wizard
Skeleton Army Bandit Electro Wizard Mega Knight
Skeleton Army Zap Electro Giant Bandit Electro Wizard Mega Knight
Mega Knight Bats Skeleton Army Electro Wizard
Mega Knight Bats Zap Skeleton Army Bandit Electro Wizard
Zap Bats Bandit Electro Wizard Mega Knight
Electro Wizard
Skeleton Army Mega Knight Bats Electro Giant Bandit Electro Wizard
Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Electro Giant Bandit Electro Wizard
Bandit Electro Wizard Zap Mega Knight
Skeleton Army Bandit Mega Knight Bats Zap Electro Wizard
Skeleton Army Mega Knight Bats Zap Bandit Electro Wizard
Skeleton Army Bandit Mega Knight
Electro Giant Bats Zap Electro Wizard
Skeleton Army Bats Bandit Electro Wizard
Mega Knight Skeleton Army
Zap Electro Wizard Mega Knight Bats Skeleton Army Bandit
Skeleton Army
Mega Knight Bats
Skeleton Army Mega Knight Zap Electro Giant Electro Wizard
Skeleton Army Mega Knight Bandit
Skeleton Army Electro Giant Mega Knight
Skeleton Army Electro Giant Electro Wizard Bats Zap
Bats Mega Knight Zap Electro Giant Electro Wizard
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.)

Bandit
Zap Bandit Electro Wizard
Bandit
Zap Mega Knight
Electro Giant Bats Zap
Zap
Zap Bandit
Bats Electro Wizard
Zap Bandit Electro Wizard
Zap
Bandit
Bandit
Zap
Zap Bandit
Bandit Mega Knight
Bats
Zap Bandit Electro Wizard Mega Knight
Zap Electro Giant Mega Knight
Mega Knight
Zap
Zap Electro Giant Mega Knight
Zap Bandit Electro Wizard
Zap Bandit Mega Knight
Zap Bandit
Bats Zap Electro Giant Electro Wizard
Zap Electro Wizard Bats Electro Giant
Zap Bandit Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Bats Skeleton Army Bandit
Zap Electro Wizard
Electro Wizard Mega Knight
Zap
Zap Electro Giant
Mega Knight
Zap Electro Giant Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Giant Bandit Electro Wizard Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: