My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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 Phoenix

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 Elixir Golem Flying Machine Elixir Collector Golem Phoenix

Offensive cards

Win conditions

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

Elixir Golem Golem

Damage spells

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

Earthquake

Punishments

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

Elixir Golem

Pump responses

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

Earthquake Elixir Collector

Dropped at the bridge

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

Elixir Golem Flying Machine Golem Phoenix

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.

Golem

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 Phoenix
Giant Snowball
Bats Flying Machine Skeleton Army
Zap
Bats Flying Machine Skeleton Army
Barbarian Barrel
Elixir Golem Skeleton Army
The Log
Elixir Golem Skeleton Army
Earthquake
Elixir Golem Elixir Collector Skeleton Army
Arrows
Bats Flying Machine Skeleton Army
Royal Delivery
Bats Elixir Golem Flying Machine Skeleton Army
Fireball
Elixir Golem Flying Machine Elixir Collector Skeleton Army
Poison
Bats Elixir Golem Flying Machine Elixir Collector Skeleton Army Phoenix
Lightning
Elixir Collector Phoenix
Rocket
Elixir Collector Phoenix

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake

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 Elixir Golem Elixir Collector Skeleton Army Golem

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Earthquake Elixir Golem Skeleton Army Flying Machine Phoenix Elixir Collector Golem

Shortest cycle

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

11 Bats Earthquake Elixir Golem Skeleton Army

Attack Synergies 2 5

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
Elixir Golem Flying Machine Golem
Earthquake
Elixir Golem Golem
Elixir Golem
Earthquake Bats Flying Machine
Flying Machine
Bats Elixir Golem Golem
Elixir Collector
Skeleton Army
Golem
Earthquake Bats Flying Machine
Phoenix

Defense Synergies 0 2

Bats
Earthquake
Earthquake
Bats
Elixir Golem
Flying Machine
Skeleton Army
Elixir Collector
Skeleton Army
Flying Machine
Golem
Phoenix

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.

Earthquake Flying Machine
Skeleton Army Bats Flying Machine Phoenix
Skeleton Army Bats
Skeleton Army Bats Phoenix
Earthquake Skeleton Army
Skeleton Army Bats Earthquake Flying Machine
Bats Flying Machine Phoenix
Earthquake Flying Machine Phoenix
Skeleton Army Phoenix
Skeleton Army Phoenix
Bats Skeleton Army Earthquake Flying Machine
Bats Flying Machine Phoenix
Skeleton Army Bats Earthquake Flying Machine
Skeleton Army Bats Earthquake
Skeleton Army Phoenix
Skeleton Army
Bats Skeleton Army
Bats Flying Machine Skeleton Army
Earthquake Bats Flying Machine
Phoenix
Skeleton Army Bats Earthquake Flying Machine

Counters to secondary win conditions

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

Skeleton Army
Flying Machine Phoenix
Skeleton Army Bats
Skeleton Army Bats Phoenix
Skeleton Army Phoenix
Bats Flying Machine
Skeleton Army Bats Flying Machine Phoenix
Skeleton Army Phoenix
Bats Flying Machine Skeleton Army Phoenix
Skeleton Army Phoenix
Bats Flying Machine Phoenix
Skeleton Army Phoenix
Skeleton Army
Flying Machine Skeleton Army
Skeleton Army Phoenix Bats Flying Machine
Bats Earthquake Flying Machine Phoenix

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.)

Earthquake Flying Machine
Flying Machine
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake
Bats Flying Machine
Earthquake Flying Machine
Earthquake Flying Machine
Flying Machine
Bats
Earthquake Flying Machine
Flying Machine
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake
Bats
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake
Earthquake Flying Machine
Earthquake
Earthquake Flying Machine
Flying Machine
Bats Flying Machine
Bats Flying Machine
Earthquake
Earthquake
Earthquake Bats Flying Machine Skeleton Army
Flying Machine
Flying Machine
Earthquake Flying Machine
Flying Machine
Bats Flying Machine
Bats Flying Machine
Flying Machine

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