My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Little Prince Mighty Miner Archer Queen Monk

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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

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

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Rage

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Hogs

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.

Electro Spirit Knight Barbarians Heal Spirit Royal Hogs

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.

Electro Spirit Royal Hogs

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 Royal Hogs
Giant Snowball
Bats Barbarians Royal Hogs
Zap
Bats Royal Hogs
Barbarian Barrel
Electro Spirit Knight Barbarians Heal Spirit Royal Hogs
The Log
Electro Spirit Barbarians Heal Spirit Royal Hogs
Earthquake
Barbarians Royal Hogs
Arrows
Electro Spirit Bats Heal Spirit Royal Hogs
Royal Delivery
Electro Spirit Bats Knight Barbarians Heal Spirit Royal Hogs
Fireball
Barbarians Royal Hogs
Poison
Bats Barbarians Royal Hogs
Lightning
Knight
Rocket
Barbarians Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap

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.

Electro Spirit Bats Knight Heal Spirit Rage

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.

Barbarians Heal Spirit

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Heal Spirit Bats Zap Rage Knight Barbarians Royal Hogs

Shortest cycle

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

6 Electro Spirit Heal Spirit Bats Zap

Attack Synergies 2 10

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.

Electro Spirit
Zap
Bats
Knight Zap Royal Hogs Rage
Zap
Electro Spirit Bats Knight Heal Spirit Royal Hogs
Knight
Bats Zap Heal Spirit Royal Hogs
Barbarians
Heal Spirit
Heal Spirit
Royal Hogs Zap Knight Barbarians
Royal Hogs
Heal Spirit Bats Zap Knight
Rage
Bats

Defense Synergies 1 4

Electro Spirit
Zap
Bats
Knight Zap
Zap
Electro Spirit Bats Knight Barbarians
Knight
Bats Zap
Barbarians
Zap
Heal Spirit
Royal Hogs
Rage

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
Barbarians Bats Zap Knight
Barbarians Bats Knight
Barbarians Bats Knight
Barbarians
Electro Spirit Bats Zap
Bats Electro Spirit Zap
Electro Spirit Zap Barbarians
Barbarians
Knight Barbarians
Bats Barbarians Electro Spirit Zap Knight
Bats Zap
Barbarians Bats Zap Knight
Electro Spirit Bats Zap Barbarians
Barbarians Knight
Barbarians Zap
Barbarians Bats Knight
Electro Spirit Bats Zap Knight Barbarians
Zap Electro Spirit Bats Knight Barbarians
Barbarians
Electro Spirit Bats Knight Barbarians

Counters to secondary win conditions

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

Knight Barbarians Zap
Zap Knight
Barbarians Bats Zap Knight
Bats Zap Knight Barbarians
Barbarians Knight
Electro Spirit Bats Zap
Bats Knight Barbarians
Knight Barbarians
Zap Electro Spirit Bats Knight Barbarians
Barbarians
Bats Knight Barbarians
Zap Barbarians
Barbarians Knight
Barbarians
Barbarians Electro Spirit Bats Zap Knight
Bats Electro Spirit Zap Barbarians

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
Zap
Knight Barbarians
Zap
Electro Spirit Bats Zap
Zap
Zap
Bats
Zap Knight
Zap
Knight
Zap
Zap
Bats
Zap
Zap
Zap Barbarians
Zap Electro Spirit
Zap
Zap
Zap
Bats Zap
Zap Electro Spirit Bats
Zap
Zap Electro Spirit
Zap Electro Spirit Bats Barbarians
Zap
Knight
Zap
Zap
Zap Electro Spirit Bats
Bats Zap
Zap

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: