My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno 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 Inferno Dragon Mega Knight Little Prince

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

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.

Goblin Barrel

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 Goblin Barrel Skeleton Army Inferno Dragon
Giant Snowball
Bats Goblin Barrel Skeleton Army Inferno Dragon Little Prince
Zap
Bats Goblin Barrel Skeleton Army Inferno Dragon Little Prince
Barbarian Barrel
Goblin Barrel Skeleton Army Little Prince
The Log
Goblin Barrel Skeleton Army Little Prince
Earthquake
Goblin Barrel Skeleton Army
Arrows
Bats Goblin Barrel Skeleton Army Little Prince
Royal Delivery
Bats Goblin Barrel Skeleton Army Inferno Dragon Little Prince
Fireball
Goblin Barrel Skeleton Army Inferno Dragon Little Prince
Poison
Bats Skeleton Army Little Prince
Lightning
Inferno Dragon Little Prince
Rocket
Inferno Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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 Arrows Skeleton Army Inferno 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.

Fireball Goblin Barrel Skeleton Army

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.

Fireball Goblin Barrel

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 Goblin Barrel Skeleton Army Little Prince Fireball Inferno Dragon Mega Knight

Shortest cycle

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

11 Bats Arrows Goblin Barrel Skeleton Army

Attack Synergies 3 8

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 Goblin Barrel Inferno Dragon
Arrows
Fireball Goblin Barrel Mega Knight
Fireball
Arrows Mega Knight Little Prince
Goblin Barrel
Bats Arrows Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Arrows Fireball Goblin Barrel
Little Prince
Fireball

Defense Synergies 1 8

Bats
Inferno Dragon Mega Knight
Arrows
Mega Knight Fireball Little Prince
Fireball
Arrows Mega Knight Little Prince
Goblin Barrel
Skeleton Army
Inferno Dragon
Inferno Dragon
Bats Skeleton Army Mega Knight
Mega Knight
Arrows Bats Fireball Inferno Dragon
Little Prince
Arrows Fireball

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.

Fireball
Skeleton Army Inferno Dragon Bats Mega Knight
Skeleton Army Mega Knight Bats Inferno Dragon
Skeleton Army Inferno Dragon Bats Mega Knight
Arrows Fireball Skeleton Army Mega Knight
Arrows Fireball Skeleton Army Bats Mega Knight
Bats Inferno Dragon Arrows Fireball Little Prince
Arrows Fireball Mega Knight
Inferno Dragon Skeleton Army
Skeleton Army Mega Knight Little Prince
Bats Skeleton Army Arrows Fireball Mega Knight
Arrows Inferno Dragon Bats Fireball
Skeleton Army Mega Knight Bats Fireball
Fireball Skeleton Army Mega Knight Bats Arrows
Skeleton Army Inferno Dragon Mega Knight
Skeleton Army Fireball Inferno Dragon Mega Knight
Mega Knight Bats Arrows Fireball Skeleton Army
Arrows Fireball Mega Knight Bats Skeleton Army Little Prince
Arrows Bats Fireball Inferno Dragon Mega Knight Little Prince
Inferno Dragon
Skeleton Army Mega Knight Bats Arrows Fireball Little Prince

Counters to secondary win conditions

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

Skeleton Army Mega Knight Fireball
Fireball Arrows Inferno Dragon Mega Knight
Skeleton Army Mega Knight Bats
Skeleton Army Mega Knight Bats Fireball
Skeleton Army Inferno Dragon Mega Knight
Arrows Fireball Bats
Skeleton Army Bats Fireball
Mega Knight Skeleton Army Inferno Dragon
Mega Knight Bats Fireball Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bats
Skeleton Army Mega Knight Arrows Fireball
Skeleton Army Mega Knight Fireball
Fireball Skeleton Army Mega Knight
Skeleton Army Bats Fireball Inferno Dragon Little Prince
Bats Arrows Mega Knight Fireball Inferno Dragon
Arrows 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 Arrows
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Arrows Mega Knight
Arrows Fireball Bats
Arrows
Arrows Fireball
Arrows Fireball
Bats Fireball
Arrows Fireball
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Mega Knight
Arrows Fireball
Bats
Arrows Fireball Mega Knight
Arrows Fireball Mega Knight Little Prince
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Arrows Fireball Mega Knight Little Prince
Inferno Dragon
Arrows Fireball
Fireball Arrows Mega Knight
Fireball Arrows
Bats Arrows Fireball Little Prince
Bats Fireball
Fireball
Arrows Fireball Mega Knight
Arrows Fireball
Mega Knight
Arrows Fireball
Bats Fireball Skeleton Army
Fireball Arrows
Arrows Fireball
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Mega Knight
Bats Fireball
Bats Fireball
Fireball Mega Knight Little Prince

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