My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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.

Bats Firecracker 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 Knight Firecracker Elixir Golem Wizard Electro Giant

Offensive cards

Win conditions

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

Elixir Golem Electro Giant

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.

Elixir Golem Electro Giant

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 Elixir Golem Electro Giant

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard Electro Giant

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 Knight Elixir Golem Skeleton Army Electro Giant

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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Firecracker Elixir Golem Skeleton Army Wizard Electro Giant

Shortest cycle

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

11 Bats Arrows Knight Firecracker

Attack Synergies 3 6

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 Firecracker Elixir Golem
Arrows
Knight Elixir Golem
Knight
Bats Firecracker Arrows Wizard
Firecracker
Knight Elixir Golem Bats
Elixir Golem
Firecracker Bats Arrows Wizard
Wizard
Knight Elixir Golem
Skeleton Army
Electro Giant

Defense Synergies 2 6

Bats
Knight Firecracker
Arrows
Knight
Knight
Bats Firecracker Arrows Wizard Skeleton Army
Firecracker
Knight Bats Skeleton Army
Elixir Golem
Wizard
Knight Skeleton Army
Skeleton Army
Knight Firecracker Wizard
Electro Giant

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.

Knight Firecracker Wizard
Skeleton Army Bats Knight Firecracker
Skeleton Army Bats Knight
Skeleton Army Bats Knight Firecracker
Arrows Firecracker Skeleton Army
Arrows Skeleton Army Bats Firecracker
Bats Arrows Firecracker Wizard
Arrows Electro Giant
Skeleton Army
Knight Skeleton Army Firecracker
Bats Skeleton Army Arrows Knight Firecracker Wizard Electro Giant
Arrows Bats Firecracker Wizard
Skeleton Army Bats Knight Wizard
Wizard Skeleton Army Bats Arrows Firecracker
Skeleton Army Knight
Skeleton Army Electro Giant
Wizard Bats Arrows Knight Firecracker Skeleton Army
Arrows Bats Knight Firecracker Wizard Skeleton Army
Arrows Wizard Bats Knight Firecracker
Wizard Skeleton Army Bats Arrows Knight Firecracker Electro Giant

Counters to secondary win conditions

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

Knight Skeleton Army Electro Giant
Arrows Knight Firecracker Wizard
Skeleton Army Bats Knight
Skeleton Army Bats Knight
Knight Skeleton Army
Arrows Firecracker Wizard Electro Giant Bats
Skeleton Army Bats Knight
Knight Skeleton Army
Bats Knight Firecracker Skeleton Army
Skeleton Army
Bats Knight
Skeleton Army Arrows Electro Giant
Skeleton Army Knight Wizard
Wizard Firecracker Skeleton Army Electro Giant
Skeleton Army Electro Giant Bats Knight Firecracker
Bats Arrows Firecracker Wizard Electro Giant
Arrows

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 Knight Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker
Wizard Arrows Firecracker
Arrows Firecracker Wizard Electro Giant Bats
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Bats
Firecracker Arrows Knight Wizard
Arrows Firecracker Wizard
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Bats
Arrows Firecracker Wizard
Arrows Firecracker Wizard Electro Giant
Arrows Wizard
Arrows
Arrows Firecracker Electro Giant Wizard
Arrows Firecracker Wizard
Arrows Wizard
Arrows Firecracker
Bats Arrows Firecracker Wizard Electro Giant
Bats Firecracker Wizard Electro Giant
Arrows Wizard
Arrows Firecracker
Arrows Firecracker Wizard
Bats Skeleton Army
Arrows Firecracker Wizard
Arrows
Knight Firecracker Wizard
Arrows Firecracker Wizard
Arrows Electro Giant
Firecracker
Electro Giant Bats Firecracker
Firecracker Bats
Firecracker Electro Giant

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