My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Bats Archers Royal Giant

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Fireball

Punishments

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

Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Barbarians Royal Giant

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
Bomber Bats Archers Royal Giant
Giant Snowball
Bomber Bats Archers Cannon Barbarians
Zap
Bomber Bats Archers Cannon Royal Giant
Barbarian Barrel
Bomber Archers Cannon Barbarians
The Log
Bomber Archers Cannon Barbarians Royal Giant
Earthquake
Bomber Archers Cannon Barbarians
Arrows
Bomber Bats Archers
Royal Delivery
Bomber Bats Archers Barbarians
Fireball
Bomber Archers Cannon Barbarians
Poison
Bomber Bats Archers Cannon Barbarians
Lightning
Cannon
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Fireball

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

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.

Royal Giant Fireball

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 Fireball

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.

Bomber Bats Zap Archers Cannon Fireball Barbarians Royal Giant

Shortest cycle

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

9 Bomber Bats Zap Archers

Attack Synergies 4 6

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.

Bomber
Royal Giant Bats Zap
Bats
Royal Giant Bomber Zap
Zap
Fireball Bomber Bats Archers Royal Giant
Archers
Zap Royal Giant
Cannon
Barbarians
Royal Giant
Bomber Bats Fireball Zap Archers
Fireball
Zap Royal Giant

Defense Synergies 2 9

Bomber
Bats Zap Cannon
Bats
Bomber Zap Cannon
Zap
Cannon Fireball Bomber Bats Archers Barbarians
Archers
Zap Cannon
Cannon
Zap Bomber Bats Archers Fireball
Barbarians
Zap
Royal Giant
Fireball
Zap Cannon

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.

Bomber Zap Cannon Fireball
Barbarians Bomber Bats Zap Cannon
Cannon Barbarians Bomber Bats Archers
Cannon Barbarians Bomber Bats
Bomber Barbarians Fireball
Fireball Bomber Bats Zap Archers Cannon
Bats Zap Archers Cannon Fireball
Zap Cannon Barbarians Fireball
Cannon Barbarians
Bomber Archers Cannon Barbarians
Bats Archers Barbarians Bomber Zap Cannon Fireball
Bats Zap Archers Fireball
Cannon Barbarians Bomber Bats Zap Fireball
Bomber Fireball Bats Zap Cannon Barbarians
Barbarians Cannon
Barbarians Zap Cannon Fireball
Barbarians Bomber Bats Cannon Fireball
Cannon Fireball Bomber Bats Zap Archers Barbarians
Zap Bomber Bats Archers Cannon Barbarians Fireball
Barbarians Cannon
Bomber Bats Archers Cannon Barbarians Fireball

Counters to secondary win conditions

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

Barbarians Zap Archers Fireball
Fireball Bomber Zap Archers
Barbarians Bats Zap
Bats Zap Barbarians Fireball
Barbarians Cannon
Fireball Bats Zap Archers
Bats Archers Barbarians Fireball
Barbarians
Zap Bats Barbarians Fireball
Cannon Barbarians
Bats Barbarians
Zap Barbarians Fireball
Barbarians Cannon Fireball
Bomber Archers Cannon Barbarians Fireball
Barbarians Bomber Bats Zap Archers Fireball
Bats Bomber Zap Archers Cannon Barbarians Fireball

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.)

Fireball
Fireball Zap
Fireball
Barbarians Fireball
Bomber Fireball Zap
Fireball Bats Zap
Bomber Archers
Fireball Zap
Fireball Zap
Bats Fireball
Zap Fireball
Fireball Zap Archers
Fireball
Fireball
Zap Fireball
Bomber Zap Fireball
Fireball
Fireball
Bomber Bats
Bomber Zap Archers Fireball
Bomber Zap Fireball
Fireball
Fireball
Zap Barbarians Fireball
Zap Bomber Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Bats Zap Archers Fireball
Zap Bats Fireball
Fireball
Bomber Zap Fireball
Zap Fireball
Fireball
Zap Bats Archers Barbarians Fireball
Fireball Zap Archers
Fireball
Fireball
Bomber Zap Fireball
Zap Fireball
Zap Bats Fireball
Bats Zap Fireball
Zap Fireball

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