My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Dragon

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 Battle Ram Balloon Electro Dragon Giant Skeleton Lumberjack

Offensive cards

Win conditions

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

Battle Ram Balloon

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.

Battle Ram Balloon Lumberjack

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.

Battle Ram Balloon Giant Skeleton Lumberjack

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 Electro Dragon Giant Skeleton Lumberjack

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 Battle Ram Skeleton Army Balloon Giant Skeleton
Giant Snowball
Bats Battle Ram Skeleton Army Balloon Electro Dragon Lumberjack
Zap
Bats Battle Ram Skeleton Army Balloon
Barbarian Barrel
Battle Ram Skeleton Army Giant Skeleton Lumberjack
The Log
Battle Ram Skeleton Army Giant Skeleton Lumberjack
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Battle Ram Skeleton Army Balloon Electro Dragon Giant Skeleton Lumberjack
Fireball
Battle Ram Skeleton Army Balloon Electro Dragon Lumberjack
Poison
Bats Skeleton Army Balloon Electro Dragon
Lightning
Battle Ram Balloon Electro Dragon Lumberjack
Rocket
Balloon Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon

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 Arrows Battle Ram Skeleton Army Giant Skeleton

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Skeleton Army Battle Ram Lumberjack Balloon Electro Dragon Giant Skeleton

Shortest cycle

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

12 Bats Arrows Skeleton Army Battle Ram

Attack Synergies 4 10

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
Balloon Giant Skeleton Battle Ram Lumberjack
Arrows
Balloon Battle Ram Giant Skeleton Lumberjack
Battle Ram
Bats Arrows Lumberjack
Skeleton Army
Balloon
Bats Arrows Lumberjack Electro Dragon Giant Skeleton
Electro Dragon
Balloon Giant Skeleton
Giant Skeleton
Bats Arrows Balloon Electro Dragon Lumberjack
Lumberjack
Balloon Bats Arrows Battle Ram Giant Skeleton

Defense Synergies 0 10

Bats
Giant Skeleton Lumberjack
Arrows
Giant Skeleton Lumberjack
Battle Ram
Skeleton Army
Electro Dragon Giant Skeleton Lumberjack
Balloon
Electro Dragon
Skeleton Army Giant Skeleton Lumberjack
Giant Skeleton
Bats Arrows Skeleton Army Electro Dragon Lumberjack
Lumberjack
Bats Arrows Skeleton Army Electro Dragon Giant Skeleton

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.

Electro Dragon
Skeleton Army Lumberjack Bats Electro Dragon
Skeleton Army Lumberjack Bats Electro Dragon Giant Skeleton
Skeleton Army Lumberjack Bats Electro Dragon
Arrows Skeleton Army Giant Skeleton Lumberjack
Arrows Skeleton Army Bats Electro Dragon Lumberjack
Bats Arrows Electro Dragon
Arrows Electro Dragon Giant Skeleton
Skeleton Army Lumberjack
Skeleton Army Giant Skeleton Lumberjack
Bats Skeleton Army Arrows Electro Dragon Giant Skeleton Lumberjack
Arrows Bats Electro Dragon
Skeleton Army Lumberjack Bats Electro Dragon Giant Skeleton
Skeleton Army Bats Arrows Electro Dragon Lumberjack
Skeleton Army Lumberjack
Skeleton Army Lumberjack
Bats Arrows Skeleton Army Electro Dragon Lumberjack
Arrows Bats Skeleton Army Electro Dragon Lumberjack
Arrows Bats Electro Dragon Giant Skeleton Lumberjack
Lumberjack
Skeleton Army Bats Arrows Electro Dragon Giant Skeleton Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Giant Skeleton
Arrows Electro Dragon Lumberjack
Skeleton Army Giant Skeleton Lumberjack Bats Electro Dragon
Skeleton Army Giant Skeleton Lumberjack Bats
Giant Skeleton Skeleton Army Lumberjack
Arrows Bats Electro Dragon
Skeleton Army Bats Giant Skeleton Lumberjack
Giant Skeleton Skeleton Army Lumberjack
Electro Dragon Giant Skeleton Bats Skeleton Army
Skeleton Army
Bats Electro Dragon Giant Skeleton Lumberjack
Skeleton Army Arrows Giant Skeleton
Skeleton Army Giant Skeleton Lumberjack
Skeleton Army Electro Dragon
Skeleton Army Electro Dragon Bats Giant Skeleton Lumberjack
Bats Arrows Electro Dragon Giant Skeleton

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 Electro Dragon Giant Skeleton
Arrows Electro Dragon
Arrows Electro Dragon Giant Skeleton
Arrows Giant Skeleton
Arrows
Arrows Bats Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Bats Electro Dragon Lumberjack
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Bats
Arrows Electro Dragon
Arrows Electro Dragon
Giant Skeleton
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Bats Arrows Electro Dragon
Electro Dragon Bats
Arrows Electro Dragon
Arrows Electro Dragon
Giant Skeleton
Arrows
Bats Skeleton Army Electro Dragon
Arrows Electro Dragon
Arrows
Electro Dragon Lumberjack
Arrows Electro Dragon
Arrows Giant Skeleton
Electro Dragon
Electro Dragon Bats Giant Skeleton
Bats Electro Dragon
Electro Dragon Giant Skeleton

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