My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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 Furnace Wizard

Defensive buildings

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

Furnace Barbarian Hut

Investments

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

Bats Furnace Wizard Barbarian Hut Giant Skeleton Mega Knight

Offensive cards

Win conditions

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

Missing

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.

Mega 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.

Giant Skeleton 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.

Giant Skeleton

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 Skeleton Army Giant Skeleton
Giant Snowball
Bats Furnace Skeleton Army
Zap
Bats Furnace Skeleton Army
Barbarian Barrel
Furnace Wizard Barbarian Hut Skeleton Army Giant Skeleton
The Log
Furnace Barbarian Hut Skeleton Army Giant Skeleton
Earthquake
Furnace Barbarian Hut Skeleton Army
Arrows
Bats Furnace Skeleton Army
Royal Delivery
Bats Wizard Skeleton Army Giant Skeleton
Fireball
Furnace Wizard Barbarian Hut Skeleton Army
Poison
Bats Furnace Wizard Barbarian Hut Skeleton Army
Lightning
Furnace Wizard Barbarian Hut
Rocket
Furnace Wizard Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace Wizard 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 Giant Skeleton 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.

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.

Furnace 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 Skeleton Army Furnace Wizard Barbarian Hut Giant Skeleton Mega Knight

Shortest cycle

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

12 Bats Arrows Skeleton Army Furnace

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
Barbarian Hut Giant Skeleton Mega Knight
Arrows
Barbarian Hut Giant Skeleton Mega Knight
Furnace
Barbarian Hut Giant Skeleton
Wizard
Giant Skeleton Mega Knight
Barbarian Hut
Bats Arrows Furnace Giant Skeleton
Skeleton Army
Giant Skeleton
Bats Arrows Furnace Wizard Barbarian Hut
Mega Knight
Bats Arrows Wizard

Defense Synergies 2 12

Bats
Barbarian Hut Giant Skeleton Mega Knight
Arrows
Mega Knight Furnace Barbarian Hut Giant Skeleton
Furnace
Arrows Barbarian Hut Skeleton Army
Wizard
Skeleton Army Giant Skeleton Mega Knight
Barbarian Hut
Bats Arrows Furnace Skeleton Army
Skeleton Army
Furnace Wizard Barbarian Hut Giant Skeleton
Giant Skeleton
Bats Arrows Wizard Skeleton Army
Mega Knight
Arrows Bats 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.

Barbarian Hut Wizard
Barbarian Hut Skeleton Army Bats Furnace Mega Knight
Furnace Barbarian Hut Skeleton Army Mega Knight Bats Giant Skeleton
Barbarian Hut Skeleton Army Bats Furnace Mega Knight
Arrows Skeleton Army Giant Skeleton Mega Knight
Arrows Skeleton Army Bats Furnace Mega Knight
Bats Furnace Arrows Wizard Barbarian Hut
Barbarian Hut Arrows Giant Skeleton Mega Knight
Barbarian Hut Furnace Skeleton Army
Skeleton Army Giant Skeleton Mega Knight
Bats Skeleton Army Arrows Furnace Wizard Giant Skeleton Mega Knight
Arrows Bats Furnace Wizard Barbarian Hut
Furnace Barbarian Hut Skeleton Army Mega Knight Bats Wizard Giant Skeleton
Wizard Barbarian Hut Skeleton Army Mega Knight Bats Arrows Furnace
Barbarian Hut Skeleton Army Furnace Mega Knight
Barbarian Hut Skeleton Army Furnace Mega Knight
Wizard Barbarian Hut Mega Knight Bats Arrows Furnace Skeleton Army
Arrows Mega Knight Bats Furnace Wizard Barbarian Hut Skeleton Army
Arrows Furnace Wizard Bats Barbarian Hut Giant Skeleton Mega Knight
Barbarian Hut
Wizard Skeleton Army Mega Knight Bats Arrows Furnace Giant Skeleton

Counters to secondary win conditions

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

Barbarian Hut Skeleton Army Mega Knight Furnace Giant Skeleton
Arrows Wizard Mega Knight
Skeleton Army Giant Skeleton Mega Knight Bats Furnace Barbarian Hut
Skeleton Army Giant Skeleton Mega Knight Bats Barbarian Hut
Barbarian Hut Giant Skeleton Skeleton Army Mega Knight
Arrows Furnace Wizard Bats
Skeleton Army Bats Furnace Barbarian Hut Giant Skeleton
Giant Skeleton Mega Knight Barbarian Hut Skeleton Army
Giant Skeleton Mega Knight Bats Barbarian Hut Skeleton Army
Barbarian Hut Skeleton Army
Mega Knight Bats Giant Skeleton
Skeleton Army Mega Knight Arrows Giant Skeleton
Skeleton Army Giant Skeleton Mega Knight Wizard Barbarian Hut
Wizard Furnace Barbarian Hut Skeleton Army Mega Knight
Skeleton Army Bats Furnace Barbarian Hut Giant Skeleton
Bats Arrows Mega Knight Wizard Barbarian Hut Giant Skeleton

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 Barbarian Hut Giant Skeleton
Arrows
Arrows Barbarian Hut Giant Skeleton
Arrows Barbarian Hut Giant Skeleton
Wizard Arrows Furnace Mega Knight
Arrows Wizard Bats Furnace
Arrows Furnace Wizard
Arrows Wizard Barbarian Hut
Arrows Wizard
Bats
Arrows Wizard
Arrows Wizard
Barbarian Hut
Arrows
Arrows Furnace Barbarian Hut
Arrows Furnace Wizard Barbarian Hut
Arrows Furnace Wizard Barbarian Hut Mega Knight
Arrows
Bats
Arrows Wizard Mega Knight
Arrows Wizard Mega Knight
Giant Skeleton Mega Knight
Arrows Wizard
Arrows Barbarian Hut
Arrows Furnace Wizard Mega Knight
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Bats Arrows Furnace Wizard
Bats Wizard
Arrows Wizard Mega Knight
Arrows
Giant Skeleton Mega Knight
Arrows Wizard
Bats Barbarian Hut Skeleton Army
Arrows Wizard
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows Giant Skeleton
Mega Knight
Bats Giant Skeleton
Bats
Giant Skeleton Mega Knight

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