My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

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 Electro Wizard

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.

Bats Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Lightning

Punishments

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

Hog Rider Mega Knight

Pump responses

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

Lightning

Dropped at the bridge

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

Hog 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.

Hog Rider 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 Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Inferno Tower Skeleton Army
Barbarian Barrel
Inferno Tower Skeleton Army Electro Wizard
The Log
Hog Rider Skeleton Army
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Hog Rider Skeleton Army Electro Wizard
Fireball
Hog Rider Inferno Tower Skeleton Army Electro Wizard
Poison
Bats Inferno Tower Skeleton Army Electro Wizard
Lightning
Inferno Tower Electro Wizard
Rocket
Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Inferno Tower Skeleton Army 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.

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.

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.

Bats Zap Skeleton Army Hog Rider Electro Wizard Inferno Tower Lightning Mega Knight

Shortest cycle

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

11 Bats Zap Skeleton Army Hog Rider

Attack Synergies 5 5

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
Hog Rider Mega Knight Zap
Zap
Hog Rider Electro Wizard Bats Mega Knight
Hog Rider
Bats Zap Lightning Electro Wizard Mega Knight
Inferno Tower
Skeleton Army
Lightning
Hog Rider
Electro Wizard
Zap Hog Rider Mega Knight
Mega Knight
Bats Zap Hog Rider Electro Wizard

Defense Synergies 4 9

Bats
Zap Inferno Tower Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Inferno Tower Skeleton Army
Hog Rider
Inferno Tower
Skeleton Army Electro Wizard Bats Zap Mega Knight
Skeleton Army
Inferno Tower Zap Electro Wizard
Lightning
Electro Wizard
Zap Inferno Tower Bats Skeleton Army Mega Knight
Mega Knight
Zap Bats Inferno Tower 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.

Lightning Zap Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Bats Zap Electro Wizard Mega Knight
Inferno Tower Skeleton Army Mega Knight Bats Lightning Electro Wizard
Inferno Tower Skeleton Army Bats Electro Wizard Mega Knight
Lightning Skeleton Army Mega Knight
Skeleton Army Bats Zap Electro Wizard Mega Knight
Bats Inferno Tower Lightning Electro Wizard Zap
Lightning Zap Inferno Tower Electro Wizard Mega Knight
Inferno Tower Skeleton Army
Skeleton Army Inferno Tower Electro Wizard Mega Knight
Bats Skeleton Army Electro Wizard Zap Mega Knight
Inferno Tower Bats Zap Electro Wizard
Inferno Tower Skeleton Army Mega Knight Bats Zap Lightning Electro Wizard
Skeleton Army Mega Knight Bats Zap Electro Wizard
Inferno Tower Skeleton Army Electro Wizard Mega Knight
Inferno Tower Skeleton Army Zap Lightning Electro Wizard Mega Knight
Mega Knight Bats Inferno Tower Skeleton Army Electro Wizard
Mega Knight Bats Zap Skeleton Army Electro Wizard
Zap Bats Electro Wizard Mega Knight
Inferno Tower Electro Wizard
Skeleton Army Mega Knight Bats Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Inferno Tower Electro Wizard
Electro Wizard Zap Lightning Mega Knight
Skeleton Army Mega Knight Bats Zap Inferno Tower Lightning Electro Wizard
Skeleton Army Lightning Mega Knight Bats Zap Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Mega Knight
Bats Zap Electro Wizard
Skeleton Army Bats Inferno Tower Lightning Electro Wizard
Inferno Tower Mega Knight Skeleton Army
Zap Lightning Electro Wizard Mega Knight Bats Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Mega Knight Bats Inferno Tower
Skeleton Army Lightning Mega Knight Zap Electro Wizard
Skeleton Army Lightning Mega Knight Inferno Tower
Skeleton Army Mega Knight
Inferno Tower Skeleton Army Electro Wizard Bats Zap Lightning
Bats Mega Knight Zap Inferno Tower 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.)

Lightning
Zap Electro Wizard
Lightning
Lightning
Zap Mega Knight
Bats Zap
Zap Lightning
Zap Lightning
Lightning Bats Electro Wizard
Lightning Zap Electro Wizard
Lightning Zap
Lightning
Lightning
Lightning Zap
Lightning Zap
Lightning Mega Knight
Lightning
Bats Lightning
Lightning Zap Electro Wizard Mega Knight
Lightning Zap Mega Knight
Lightning Mega Knight
Lightning
Lightning
Lightning Zap
Zap Mega Knight
Zap Lightning Electro Wizard
Lightning Zap Mega Knight
Lightning Zap
Lightning Bats Zap Electro Wizard
Zap Lightning Electro Wizard Bats
Lightning
Lightning Zap Mega Knight
Zap Lightning Electro Wizard
Mega Knight
Lightning
Zap Lightning Electro Wizard Bats Skeleton Army
Lightning Zap Electro Wizard
Lightning Electro Wizard Mega Knight
Zap Lightning
Lightning Zap
Mega Knight
Zap Bats Lightning Electro Wizard
Bats Zap Lightning Electro Wizard
Lightning Zap Electro Wizard Mega Knight

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