My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Baby Dragon Little Prince

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 Firecracker Baby Dragon Mega Knight Little Prince

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

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.

Missing

Dropped at the bridge

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

Hog Rider Baby Dragon 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.

Firecracker Hog 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 Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army Baby Dragon Little Prince
Zap
Bats Firecracker Skeleton Army Little Prince
Barbarian Barrel
Firecracker Skeleton Army Little Prince
The Log
Firecracker Hog Rider Skeleton Army Little Prince
Earthquake
Firecracker Hog Rider Skeleton Army
Arrows
Bats Firecracker Skeleton Army Little Prince
Royal Delivery
Bats Firecracker Hog Rider Skeleton Army Baby Dragon Little Prince
Fireball
Firecracker Hog Rider Skeleton Army Baby Dragon Little Prince
Poison
Bats Firecracker Skeleton Army Little Prince
Lightning
Baby Dragon Little Prince
Rocket
Hog Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Baby Dragon 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 Skeleton Army Baby Dragon 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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Firecracker Skeleton Army Little Prince Hog Rider Baby Dragon Mega Knight

Shortest cycle

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

10 Bats Zap Firecracker Skeleton Army

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
Hog Rider Mega Knight Zap Firecracker Baby Dragon
Zap
Firecracker Hog Rider Bats Baby Dragon Mega Knight Little Prince
Firecracker
Zap Hog Rider Bats Baby Dragon Mega Knight
Hog Rider
Bats Zap Firecracker Baby Dragon Mega Knight Little Prince
Skeleton Army
Baby Dragon
Bats Zap Firecracker Hog Rider Mega Knight
Mega Knight
Bats Zap Firecracker Hog Rider Baby Dragon
Little Prince
Zap Hog Rider

Defense Synergies 1 13

Bats
Zap Firecracker Baby Dragon Mega Knight
Zap
Mega Knight Bats Firecracker Skeleton Army Baby Dragon Little Prince
Firecracker
Bats Zap Skeleton Army Baby Dragon Mega Knight
Hog Rider
Skeleton Army
Zap Firecracker
Baby Dragon
Bats Zap Firecracker Mega Knight Little Prince
Mega Knight
Zap Bats Firecracker Baby Dragon
Little Prince
Zap Baby Dragon

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 Firecracker Baby Dragon
Skeleton Army Bats Zap Firecracker Mega Knight
Skeleton Army Mega Knight Bats
Skeleton Army Bats Firecracker Mega Knight
Firecracker Skeleton Army Mega Knight
Skeleton Army Bats Zap Firecracker Baby Dragon Mega Knight
Bats Zap Firecracker Baby Dragon Little Prince
Zap Baby Dragon Mega Knight
Skeleton Army
Skeleton Army Firecracker Mega Knight Little Prince
Bats Skeleton Army Zap Firecracker Baby Dragon Mega Knight
Bats Zap Firecracker Baby Dragon
Skeleton Army Mega Knight Bats Zap
Skeleton Army Mega Knight Bats Zap Firecracker Baby Dragon
Skeleton Army Mega Knight
Skeleton Army Zap Mega Knight
Mega Knight Bats Firecracker Skeleton Army
Mega Knight Bats Zap Firecracker Skeleton Army Baby Dragon Little Prince
Zap Baby Dragon Bats Firecracker Mega Knight Little Prince
Skeleton Army Mega Knight Bats Firecracker Baby Dragon Little Prince

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap
Zap Firecracker Baby Dragon Mega Knight
Skeleton Army Mega Knight Bats Zap
Skeleton Army Mega Knight Bats Zap
Skeleton Army Mega Knight
Firecracker Bats Zap Baby Dragon
Skeleton Army Bats
Mega Knight Skeleton Army
Zap Mega Knight Bats Firecracker Skeleton Army Baby Dragon
Skeleton Army
Mega Knight Bats
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight
Firecracker Skeleton Army Baby Dragon Mega Knight
Skeleton Army Bats Zap Firecracker Baby Dragon Little Prince
Bats Mega Knight Zap Firecracker Baby Dragon

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.)

Firecracker Baby Dragon
Firecracker Zap Baby Dragon
Baby Dragon
Firecracker
Zap Firecracker Baby Dragon Mega Knight
Firecracker Bats Zap Baby Dragon
Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Zap Firecracker
Bats
Firecracker Zap
Zap Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Firecracker Baby Dragon Mega Knight
Bats
Zap Firecracker Baby Dragon Mega Knight
Zap Firecracker Baby Dragon Mega Knight Little Prince
Baby Dragon Mega Knight
Zap Baby Dragon
Zap Firecracker Baby Dragon Mega Knight Little Prince
Firecracker Zap Baby Dragon
Zap Baby Dragon Mega Knight
Zap Firecracker Baby Dragon
Bats Zap Firecracker Baby Dragon Little Prince
Zap Bats Firecracker
Zap Mega Knight
Zap Firecracker
Mega Knight
Firecracker
Zap Bats Skeleton Army
Zap Firecracker Baby Dragon
Firecracker Baby Dragon Mega Knight
Zap Firecracker Baby Dragon
Zap
Firecracker Mega Knight
Zap Bats Firecracker Baby Dragon
Firecracker Bats Zap
Zap Firecracker Baby Dragon Mega Knight Little Prince

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