My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Flying Machine

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 Flying Machine Dark Prince Fisherman Mega Knight

Offensive cards

Win conditions

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

Graveyard

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.

Dark Prince Graveyard Mega Knight

Pump responses

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

Graveyard

Dropped at the bridge

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

Flying Machine Dark Prince 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.

Dark Prince Graveyard

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 Guards Dark Prince Fisherman Graveyard
Giant Snowball
Bats Flying Machine Guards Fisherman Graveyard
Zap
Bats Flying Machine Guards Dark Prince Fisherman Graveyard
Barbarian Barrel
Guards Dark Prince Graveyard
The Log
Guards Dark Prince Fisherman Graveyard
Earthquake
Guards Graveyard
Arrows
Bats Flying Machine Guards Graveyard
Royal Delivery
Bats Flying Machine Guards Dark Prince Fisherman Graveyard
Fireball
Flying Machine Fisherman
Poison
Bats Flying Machine Guards Fisherman Graveyard
Lightning
Dark Prince Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince 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 Guards Dark Prince 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.

Graveyard

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 Arrows Guards Fisherman Flying Machine Dark Prince Graveyard Mega Knight

Shortest cycle

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

11 Bats Arrows Guards Fisherman

Attack Synergies 2 15

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 Flying Machine Dark Prince Fisherman Graveyard
Arrows
Graveyard Dark Prince Mega Knight
Flying Machine
Bats Dark Prince Graveyard Mega Knight
Guards
Graveyard
Dark Prince
Bats Arrows Flying Machine Fisherman Graveyard
Fisherman
Bats Dark Prince Graveyard Mega Knight
Graveyard
Arrows Bats Flying Machine Guards Dark Prince Fisherman Mega Knight
Mega Knight
Bats Arrows Flying Machine Fisherman Graveyard

Defense Synergies 2 9

Bats
Dark Prince Fisherman Mega Knight
Arrows
Mega Knight Dark Prince
Flying Machine
Guards Dark Prince Fisherman Mega Knight
Guards
Fisherman Flying Machine
Dark Prince
Bats Arrows Flying Machine
Fisherman
Guards Bats Flying Machine Mega Knight
Graveyard
Mega Knight
Arrows Bats Flying Machine Fisherman

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.

Flying Machine
Bats Flying Machine Dark Prince Fisherman Mega Knight
Fisherman Mega Knight Bats Dark Prince
Bats Guards Dark Prince Fisherman Mega Knight
Arrows Dark Prince Mega Knight
Arrows Bats Flying Machine Guards Dark Prince Mega Knight
Bats Arrows Flying Machine
Arrows Flying Machine Mega Knight
Fisherman
Guards Dark Prince Fisherman Mega Knight
Bats Guards Arrows Flying Machine Dark Prince Fisherman Mega Knight
Arrows Bats Flying Machine
Mega Knight Bats Flying Machine Guards Dark Prince
Mega Knight Bats Arrows Guards Dark Prince
Mega Knight
Fisherman Mega Knight
Mega Knight Bats Arrows Dark Prince Fisherman
Arrows Mega Knight Bats Flying Machine Guards Dark Prince Fisherman
Arrows Bats Flying Machine Guards Dark Prince Fisherman Mega Knight
Fisherman
Dark Prince Mega Knight Bats Arrows Flying Machine Guards Fisherman

Counters to secondary win conditions

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

Guards Mega Knight Dark Prince Fisherman
Arrows Flying Machine Fisherman Mega Knight
Guards Mega Knight Bats Dark Prince Fisherman
Guards Dark Prince Mega Knight Bats Fisherman
Guards Dark Prince Fisherman Mega Knight
Arrows Bats Flying Machine
Guards Dark Prince Bats Flying Machine
Mega Knight Dark Prince Fisherman
Mega Knight Bats Flying Machine Dark Prince
Guards
Mega Knight Bats Flying Machine Guards Dark Prince
Mega Knight Arrows Guards Dark Prince
Dark Prince Mega Knight Guards
Flying Machine Mega Knight
Guards Bats Flying Machine Dark Prince Fisherman
Bats Arrows Mega Knight Flying Machine Dark Prince

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 Flying Machine Guards
Arrows Flying Machine Fisherman
Arrows Flying Machine
Arrows Flying Machine Guards Dark Prince
Arrows Dark Prince Mega Knight
Arrows Bats Flying Machine
Arrows Flying Machine
Arrows Flying Machine
Arrows Flying Machine Fisherman
Bats Guards Fisherman
Arrows Flying Machine Dark Prince Fisherman
Arrows Flying Machine
Flying Machine Fisherman
Arrows Flying Machine Fisherman
Arrows Flying Machine Fisherman
Arrows Flying Machine
Arrows Flying Machine Mega Knight
Arrows
Bats Fisherman
Arrows Flying Machine Dark Prince Fisherman Mega Knight
Arrows Flying Machine Mega Knight
Mega Knight
Arrows
Fisherman
Arrows Flying Machine
Arrows Dark Prince Mega Knight
Fisherman
Arrows Flying Machine Fisherman
Arrows Flying Machine Fisherman Mega Knight
Arrows Fisherman
Bats Arrows Flying Machine
Bats Flying Machine Guards
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Flying Machine Guards Dark Prince
Arrows Flying Machine
Arrows
Flying Machine Dark Prince Mega Knight
Arrows Flying Machine
Arrows
Flying Machine Dark Prince Mega Knight
Bats Flying Machine Guards
Bats Flying Machine
Flying Machine Dark Prince Mega Knight

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