My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Firecracker Wizard

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 Wizard Golden 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.

Arrows

Punishments

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

Royal Hogs Golden 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.

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.

Firecracker Royal Hogs Golden Knight

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 Guards Skeleton Army
Giant Snowball
Bats Royal Hogs Guards Skeleton Army
Zap
Bats Firecracker Royal Hogs Guards Skeleton Army
Barbarian Barrel
Firecracker Wizard Royal Hogs Guards Skeleton Army
The Log
Firecracker Royal Hogs Guards Skeleton Army
Earthquake
Firecracker Royal Hogs Guards Skeleton Army
Arrows
Bats Firecracker Royal Hogs Guards Skeleton Army
Royal Delivery
Bats Firecracker Wizard Royal Hogs Guards Skeleton Army
Fireball
Firecracker Wizard Royal Hogs Skeleton Army
Poison
Bats Firecracker Wizard Royal Hogs Guards Skeleton Army
Lightning
Wizard
Rocket
Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard

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 Guards Skeleton Army

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

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.

Wizard

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 Arrows Firecracker Guards Skeleton Army Golden Knight Wizard Royal Hogs

Shortest cycle

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

11 Bats Arrows Firecracker Guards

Attack Synergies 1 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
Firecracker Royal Hogs
Arrows
Royal Hogs
Firecracker
Bats Royal Hogs
Wizard
Royal Hogs
Royal Hogs
Arrows Bats Firecracker Wizard Guards
Guards
Royal Hogs
Skeleton Army
Golden Knight

Defense Synergies 0 10

Bats
Firecracker Golden Knight
Arrows
Golden Knight
Firecracker
Bats Guards Skeleton Army Golden Knight
Wizard
Guards Skeleton Army Golden Knight
Royal Hogs
Guards
Firecracker Wizard Skeleton Army
Skeleton Army
Firecracker Wizard Guards
Golden Knight
Bats Arrows Firecracker Wizard

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.

Firecracker Wizard Golden Knight
Skeleton Army Bats Firecracker
Skeleton Army Bats
Skeleton Army Bats Firecracker Guards
Arrows Firecracker Skeleton Army
Arrows Skeleton Army Bats Firecracker Guards
Bats Arrows Firecracker Wizard
Arrows Golden Knight
Skeleton Army
Guards Skeleton Army Firecracker
Bats Guards Skeleton Army Arrows Firecracker Wizard
Arrows Bats Firecracker Wizard
Skeleton Army Bats Wizard Guards
Wizard Skeleton Army Bats Arrows Firecracker Guards Golden Knight
Skeleton Army
Skeleton Army
Wizard Bats Arrows Firecracker Skeleton Army
Arrows Bats Firecracker Wizard Guards Skeleton Army Golden Knight
Arrows Wizard Bats Firecracker Guards
Wizard Skeleton Army Bats Arrows Firecracker Guards

Counters to secondary win conditions

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

Guards Skeleton Army
Arrows Firecracker Wizard
Guards Skeleton Army Bats Golden Knight
Guards Skeleton Army Bats
Guards Skeleton Army
Arrows Firecracker Wizard Bats
Guards Skeleton Army Bats
Skeleton Army
Bats Firecracker Skeleton Army
Guards Skeleton Army
Bats Guards Golden Knight
Skeleton Army Arrows Guards
Skeleton Army Wizard Guards Golden Knight
Wizard Firecracker Skeleton Army
Guards Skeleton Army Bats Firecracker Golden Knight
Bats Arrows Firecracker Wizard Golden Knight
Arrows
Guards Skeleton Army

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.)

Arrows Firecracker Guards Golden Knight
Arrows Firecracker Golden Knight
Arrows
Arrows Firecracker Guards
Wizard Arrows Firecracker
Arrows Firecracker Wizard Bats
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard Golden Knight
Bats Guards
Firecracker Arrows Wizard Golden Knight
Arrows Firecracker Wizard
Firecracker Golden Knight
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Wizard Golden Knight
Arrows Firecracker Wizard
Arrows
Bats
Arrows Firecracker Wizard
Arrows Firecracker Wizard Golden Knight
Arrows Wizard
Arrows
Arrows Firecracker Wizard
Arrows Firecracker Wizard Golden Knight
Arrows Wizard Golden Knight
Arrows Firecracker Golden Knight
Bats Arrows Firecracker Wizard
Bats Firecracker Wizard Guards
Arrows Wizard
Arrows Firecracker
Arrows Firecracker Wizard
Bats Guards Skeleton Army
Arrows Firecracker Wizard
Arrows
Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Firecracker
Bats Firecracker Guards Golden Knight
Firecracker Bats
Firecracker Golden Knight
Firecracker Wizard

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