My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker 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.

Bats Knight Firecracker Golem Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Golem 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

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.

Knight Golem Ram Rider

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.

Firecracker Golem 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
Bats Skeleton Army Ram Rider
Giant Snowball
Bats Skeleton Army Ram Rider
Zap
Bats Firecracker Skeleton Army Ram Rider
Barbarian Barrel
Knight Firecracker Skeleton Army Electro Wizard
The Log
Firecracker Skeleton Army Ram Rider
Earthquake
Firecracker Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Knight Firecracker Skeleton Army Electro Wizard Ram Rider
Fireball
Firecracker Skeleton Army Electro Wizard Ram Rider
Poison
Bats Firecracker Skeleton Army Electro Wizard
Lightning
Knight Electro Wizard Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker

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 Knight Skeleton Army Golem

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 Knight Firecracker Skeleton Army Electro Wizard Ram Rider Golem

Shortest cycle

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

10 Bats Zap Knight Firecracker

Attack Synergies 5 12

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
Knight Zap Firecracker Golem Ram Rider
Zap
Firecracker Electro Wizard Ram Rider Bats Knight Golem
Knight
Bats Firecracker Zap Electro Wizard Ram Rider
Firecracker
Zap Knight Bats Golem Ram Rider
Skeleton Army
Golem
Bats Zap Firecracker Electro Wizard
Electro Wizard
Zap Knight Golem Ram Rider
Ram Rider
Zap Bats Knight Firecracker Electro Wizard

Defense Synergies 4 12

Bats
Knight Zap Firecracker Electro Wizard
Zap
Electro Wizard Bats Knight Firecracker Skeleton Army Ram Rider
Knight
Bats Firecracker Electro Wizard Zap Skeleton Army
Firecracker
Knight Bats Zap Skeleton Army Electro Wizard
Skeleton Army
Zap Knight Firecracker Electro Wizard
Golem
Electro Wizard
Zap Knight Bats Firecracker Skeleton Army Ram Rider
Ram Rider
Zap 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 Knight Firecracker Electro Wizard Ram Rider
Skeleton Army Bats Zap Knight Firecracker Electro Wizard Ram Rider
Skeleton Army Ram Rider Bats Knight Electro Wizard
Skeleton Army Bats Knight Firecracker Electro Wizard Ram Rider
Firecracker Skeleton Army
Skeleton Army Bats Zap Firecracker Electro Wizard
Bats Electro Wizard Ram Rider Zap Firecracker
Zap Electro Wizard Ram Rider
Skeleton Army
Knight Skeleton Army Firecracker Electro Wizard
Bats Skeleton Army Electro Wizard Zap Knight Firecracker Ram Rider
Bats Zap Firecracker Electro Wizard Ram Rider
Skeleton Army Bats Zap Knight Electro Wizard Ram Rider
Skeleton Army Bats Zap Firecracker Electro Wizard
Skeleton Army Knight Electro Wizard Ram Rider
Skeleton Army Zap Electro Wizard Ram Rider
Bats Knight Firecracker Skeleton Army Electro Wizard
Bats Zap Knight Firecracker Skeleton Army Electro Wizard Ram Rider
Zap Bats Knight Firecracker Electro Wizard Ram Rider
Electro Wizard Ram Rider
Skeleton Army Bats Knight Firecracker Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Zap Electro Wizard
Electro Wizard Zap Knight Firecracker
Skeleton Army Bats Zap Knight Electro Wizard Ram Rider
Skeleton Army Bats Zap Knight Electro Wizard Ram Rider
Knight Skeleton Army Ram Rider
Firecracker Bats Zap Electro Wizard Ram Rider
Skeleton Army Bats Knight Electro Wizard Ram Rider
Knight Skeleton Army
Zap Electro Wizard Bats Knight Firecracker Skeleton Army
Skeleton Army
Bats Knight
Skeleton Army Zap Electro Wizard
Skeleton Army Knight Ram Rider
Firecracker Skeleton Army
Skeleton Army Electro Wizard Bats Zap Knight Firecracker
Bats Zap Firecracker 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.)

Knight Firecracker
Firecracker Zap Electro Wizard Ram Rider
Knight Firecracker
Zap Firecracker
Firecracker Bats Zap Ram Rider
Firecracker
Zap Firecracker Ram Rider
Zap Firecracker Ram Rider
Bats Electro Wizard
Firecracker Zap Knight Electro Wizard Ram Rider
Zap Firecracker
Knight Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Bats
Zap Firecracker Electro Wizard
Zap Firecracker
Zap
Zap Firecracker
Firecracker Zap Electro Wizard Ram Rider
Zap Ram Rider
Zap Firecracker
Bats Zap Firecracker Electro Wizard
Zap Electro Wizard Bats Firecracker
Zap
Zap Firecracker Electro Wizard
Firecracker
Zap Electro Wizard Bats Skeleton Army
Zap Firecracker Electro Wizard Ram Rider
Knight Firecracker Electro Wizard
Zap Firecracker
Zap
Firecracker
Zap Bats Firecracker Electro Wizard
Firecracker Bats Zap Electro Wizard
Zap Firecracker Electro Wizard

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