My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
RIP

1 warnings Why?

Deck tips

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

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 Inferno Tower Electro Wizard Magic Archer

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 Magic Archer Mega Knight

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel

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.

Wall Breakers Goblin Barrel 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.

Wall Breakers Magic Archer 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 Electro Wizard Magic Archer

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 Wall Breakers Goblin Barrel
Giant Snowball
Bats Wall Breakers Goblin Barrel
Zap
Bats Inferno Tower Wall Breakers Goblin Barrel
Barbarian Barrel
Inferno Tower Wall Breakers Goblin Barrel Electro Wizard Magic Archer
The Log
Wall Breakers Goblin Barrel
Earthquake
Inferno Tower Goblin Barrel
Arrows
Bats Wall Breakers Goblin Barrel
Royal Delivery
Bats Wall Breakers Goblin Barrel Electro Wizard Magic Archer
Fireball
Inferno Tower Wall Breakers Goblin Barrel Electro Wizard Magic Archer
Poison
Bats Inferno Tower Electro Wizard Magic Archer
Lightning
Inferno Tower Electro Wizard Magic Archer
Rocket
Inferno Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Magic Archer Mega Knight

Ladder info

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 Inferno Tower 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

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 Wall Breakers Arrows Goblin Barrel Electro Wizard Magic Archer Inferno Tower Mega Knight

Shortest cycle

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

10 Bats Wall Breakers Arrows Goblin Barrel

Attack Synergies 1 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 Wall Breakers Goblin Barrel
Arrows
Wall Breakers Goblin Barrel Mega Knight
Inferno Tower
Wall Breakers
Bats Arrows Electro Wizard Mega Knight
Goblin Barrel
Bats Arrows Mega Knight
Electro Wizard
Wall Breakers Magic Archer Mega Knight
Magic Archer
Electro Wizard Mega Knight
Mega Knight
Bats Arrows Wall Breakers Goblin Barrel Electro Wizard Magic Archer

Defense Synergies 2 8

Bats
Inferno Tower Electro Wizard Mega Knight
Arrows
Mega Knight Inferno Tower
Inferno Tower
Electro Wizard Bats Arrows Mega Knight
Wall Breakers
Goblin Barrel
Electro Wizard
Inferno Tower Bats Magic Archer Mega Knight
Magic Archer
Electro Wizard Mega Knight
Mega Knight
Arrows Bats Inferno Tower Electro Wizard Magic Archer

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.

Inferno Tower Electro Wizard Magic Archer
Inferno Tower Bats Electro Wizard Mega Knight
Inferno Tower Mega Knight Bats Electro Wizard
Inferno Tower Bats Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Bats Electro Wizard Magic Archer Mega Knight
Bats Inferno Tower Electro Wizard Arrows Magic Archer
Arrows Inferno Tower Electro Wizard Magic Archer Mega Knight
Inferno Tower
Inferno Tower Electro Wizard Mega Knight
Bats Electro Wizard Arrows Magic Archer Mega Knight
Arrows Inferno Tower Bats Electro Wizard Magic Archer
Inferno Tower Mega Knight Bats Electro Wizard
Mega Knight Bats Arrows Electro Wizard Magic Archer
Inferno Tower Electro Wizard Mega Knight
Inferno Tower Electro Wizard Mega Knight
Mega Knight Bats Arrows Inferno Tower Electro Wizard
Arrows Mega Knight Bats Electro Wizard Magic Archer
Arrows Bats Electro Wizard Magic Archer Mega Knight
Inferno Tower Electro Wizard
Mega Knight Bats Arrows Electro Wizard

Counters to secondary win conditions

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

Mega Knight Inferno Tower Electro Wizard
Electro Wizard Arrows Magic Archer Mega Knight
Mega Knight Bats Inferno Tower Electro Wizard
Mega Knight Bats Inferno Tower Electro Wizard
Inferno Tower Mega Knight
Arrows Bats Electro Wizard Magic Archer
Bats Inferno Tower Electro Wizard
Inferno Tower Mega Knight
Electro Wizard Mega Knight Bats Inferno Tower Magic Archer
Inferno Tower
Mega Knight Bats Inferno Tower
Mega Knight Arrows Electro Wizard
Mega Knight Inferno Tower
Magic Archer Mega Knight
Inferno Tower Electro Wizard Bats Magic Archer
Bats Arrows Mega Knight Inferno Tower Electro Wizard Magic Archer

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.)

Magic Archer Arrows
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Arrows
Arrows Magic Archer Mega Knight
Arrows Bats Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows
Bats Electro Wizard
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Magic Archer Arrows Mega Knight
Arrows
Bats
Arrows Electro Wizard Magic Archer Mega Knight
Arrows Magic Archer Mega Knight
Magic Archer Mega Knight
Arrows
Arrows
Arrows Magic Archer Mega Knight
Arrows Electro Wizard Magic Archer
Arrows Magic Archer Mega Knight
Arrows Magic Archer
Bats Arrows Electro Wizard Magic Archer
Electro Wizard Bats
Arrows Magic Archer Mega Knight
Arrows Electro Wizard Magic Archer
Mega Knight
Arrows Magic Archer
Electro Wizard Bats Magic Archer
Arrows Electro Wizard Magic Archer
Arrows
Electro Wizard Magic Archer Mega Knight
Arrows Magic Archer
Arrows
Mega Knight
Bats Electro Wizard Magic Archer
Bats Electro Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight

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