My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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 Knight Wizard Bandit Mega Knight

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.

Fireball

Punishments

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

Goblin Barrel Bandit 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.

Knight Bandit 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 Bandit

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 Bandit
Giant Snowball
Bats Goblin Barrel Skeleton Army
Zap
Bats Goblin Barrel Skeleton Army Bandit
Barbarian Barrel
Knight Wizard Goblin Barrel Skeleton Army Bandit
The Log
Goblin Barrel Skeleton Army Bandit
Earthquake
Goblin Barrel Skeleton Army
Arrows
Bats Goblin Barrel Skeleton Army
Royal Delivery
Bats Knight Wizard Goblin Barrel Skeleton Army Bandit
Fireball
Wizard Goblin Barrel Skeleton Army Bandit
Poison
Bats Wizard Skeleton Army
Lightning
Knight Wizard Bandit
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Knight Skeleton Army 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 Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Goblin Barrel Skeleton Army Bandit Fireball Wizard Mega Knight

Shortest cycle

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

11 Bats Knight Goblin Barrel Skeleton Army

Attack Synergies 3 11

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
Knight Mega Knight Goblin Barrel Bandit
Knight
Bats Goblin Barrel Fireball Wizard
Fireball
Knight Mega Knight
Wizard
Knight Bandit Mega Knight
Goblin Barrel
Knight Bats Skeleton Army Bandit Mega Knight
Skeleton Army
Goblin Barrel
Bandit
Bats Wizard Goblin Barrel Mega Knight
Mega Knight
Bats Fireball Wizard Goblin Barrel Bandit

Defense Synergies 1 12

Bats
Knight Bandit Mega Knight
Knight
Bats Fireball Wizard Skeleton Army
Fireball
Knight Bandit Mega Knight
Wizard
Knight Skeleton Army Bandit Mega Knight
Goblin Barrel
Skeleton Army
Knight Wizard Bandit
Bandit
Bats Fireball Wizard Skeleton Army Mega Knight
Mega Knight
Bats Fireball Wizard Bandit

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.

Knight Fireball Wizard
Skeleton Army Bats Knight Bandit Mega Knight
Skeleton Army Mega Knight Bats Knight Bandit
Skeleton Army Bats Knight Bandit Mega Knight
Fireball Skeleton Army Mega Knight
Fireball Skeleton Army Bats Bandit Mega Knight
Bats Fireball Wizard
Fireball Bandit Mega Knight
Skeleton Army
Knight Skeleton Army Bandit Mega Knight
Bats Skeleton Army Knight Fireball Wizard Bandit Mega Knight
Bats Fireball Wizard
Skeleton Army Mega Knight Bats Knight Fireball Wizard Bandit
Fireball Wizard Skeleton Army Mega Knight Bats
Skeleton Army Knight Bandit Mega Knight
Skeleton Army Fireball Bandit Mega Knight
Wizard Mega Knight Bats Knight Fireball Skeleton Army
Fireball Mega Knight Bats Knight Wizard Skeleton Army Bandit
Wizard Bats Knight Fireball Bandit Mega Knight
Wizard Skeleton Army Mega Knight Bats Knight Fireball Bandit

Counters to secondary win conditions

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

Knight Skeleton Army Mega Knight Fireball Bandit
Fireball Bandit Knight Wizard Mega Knight
Skeleton Army Bandit Mega Knight Bats Knight
Skeleton Army Mega Knight Bats Knight Fireball Bandit
Knight Skeleton Army Bandit Mega Knight
Fireball Wizard Bats
Skeleton Army Bats Knight Fireball Bandit
Mega Knight Knight Skeleton Army
Mega Knight Bats Knight Fireball Skeleton Army Bandit
Skeleton Army
Mega Knight Bats Knight
Skeleton Army Mega Knight Fireball
Skeleton Army Mega Knight Knight Fireball Wizard Bandit
Wizard Fireball Skeleton Army Mega Knight
Skeleton Army Bats Knight Fireball
Bats Mega Knight Fireball Wizard

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 Knight Bandit
Fireball Bandit
Fireball Bandit
Knight Fireball
Fireball Wizard Mega Knight
Fireball Wizard Bats
Wizard
Fireball Wizard
Fireball Wizard Bandit
Bats Fireball
Knight Fireball Wizard Bandit
Fireball Wizard
Knight Fireball Bandit
Fireball Bandit
Fireball
Fireball Wizard Bandit
Fireball Wizard Bandit Mega Knight
Fireball
Bats
Fireball Wizard Bandit Mega Knight
Fireball Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Bandit
Fireball Wizard Bandit Mega Knight
Fireball Bandit
Bats Fireball Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard Bandit Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Fireball Skeleton Army Bandit
Fireball Wizard
Fireball
Fireball Knight Wizard Mega Knight
Fireball Wizard
Fireball
Mega Knight
Bats Fireball
Bats Fireball
Fireball Bandit Mega Knight

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