My Best Clash Royale Deck

Deck Check Rating

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

3 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 No direct tower 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 spells that can finish it off. 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Electro 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 Wizard Giant Skeleton Bandit Electro Wizard 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.

Missing

Punishments

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

Bandit 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 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.

Giant Skeleton Bandit Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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 Skeleton Army Clone 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.

Wizard Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Skeleton Army Clone Bandit Electro Wizard Wizard Giant Skeleton Mega Knight

Shortest cycle

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

11 Bats Skeleton Army Clone Bandit

Attack Synergies 4 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
Giant Skeleton Mega Knight Clone Bandit
Wizard
Giant Skeleton Bandit Mega Knight
Skeleton Army
Clone
Clone
Skeleton Army Giant Skeleton Bats Electro Wizard
Giant Skeleton
Bats Clone Wizard Bandit Electro Wizard
Bandit
Bats Wizard Giant Skeleton Electro Wizard Mega Knight
Electro Wizard
Clone Giant Skeleton Bandit Mega Knight
Mega Knight
Bats Wizard Bandit Electro Wizard

Defense Synergies 0 16

Bats
Giant Skeleton Bandit Electro Wizard Mega Knight
Wizard
Skeleton Army Giant Skeleton Bandit Electro Wizard Mega Knight
Skeleton Army
Wizard Giant Skeleton Bandit Electro Wizard
Clone
Giant Skeleton
Bats Wizard Skeleton Army Electro Wizard
Bandit
Bats Wizard Skeleton Army Electro Wizard Mega Knight
Electro Wizard
Bats Wizard Skeleton Army Giant Skeleton Bandit Mega Knight
Mega Knight
Bats Wizard Bandit Electro 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.

Wizard Electro Wizard
Skeleton Army Bats Bandit Electro Wizard Mega Knight
Skeleton Army Mega Knight Bats Giant Skeleton Bandit Electro Wizard
Skeleton Army Bats Bandit Electro Wizard Mega Knight
Skeleton Army Giant Skeleton Mega Knight
Skeleton Army Bats Bandit Electro Wizard Mega Knight
Bats Electro Wizard Wizard
Giant Skeleton Bandit Electro Wizard Mega Knight
Skeleton Army
Skeleton Army Giant Skeleton Bandit Electro Wizard Mega Knight
Bats Skeleton Army Electro Wizard Wizard Giant Skeleton Bandit Mega Knight
Bats Wizard Electro Wizard
Skeleton Army Mega Knight Bats Wizard Giant Skeleton Bandit Electro Wizard
Wizard Skeleton Army Mega Knight Bats Electro Wizard
Skeleton Army Bandit Electro Wizard Mega Knight
Skeleton Army Bandit Electro Wizard Mega Knight
Wizard Mega Knight Bats Skeleton Army Electro Wizard
Mega Knight Bats Wizard Skeleton Army Bandit Electro Wizard
Wizard Bats Giant Skeleton Bandit Electro Wizard Mega Knight
Electro Wizard
Wizard Skeleton Army Mega Knight Bats Giant Skeleton Bandit Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Giant Skeleton Bandit Electro Wizard
Bandit Electro Wizard Wizard Mega Knight
Skeleton Army Giant Skeleton Bandit Mega Knight Bats Electro Wizard
Skeleton Army Giant Skeleton Mega Knight Bats Bandit Electro Wizard
Giant Skeleton Skeleton Army Bandit Mega Knight
Wizard Bats Electro Wizard
Skeleton Army Bats Giant Skeleton Bandit Electro Wizard
Giant Skeleton Mega Knight Skeleton Army
Giant Skeleton Electro Wizard Mega Knight Bats Skeleton Army Bandit
Skeleton Army
Mega Knight Bats Giant Skeleton
Skeleton Army Mega Knight Giant Skeleton Electro Wizard
Skeleton Army Giant Skeleton Mega Knight Wizard Bandit
Wizard Skeleton Army Mega Knight
Skeleton Army Electro Wizard Bats Giant Skeleton
Bats Mega Knight Wizard Giant Skeleton Electro 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.)

Giant Skeleton Bandit
Bandit Electro Wizard
Giant Skeleton Bandit
Giant Skeleton
Wizard Mega Knight
Wizard Bats
Wizard
Wizard
Wizard Bandit
Bats Electro Wizard
Wizard Bandit Electro Wizard
Wizard
Bandit
Bandit
Wizard Bandit
Wizard Bandit Mega Knight
Bats
Wizard Bandit Electro Wizard Mega Knight
Wizard Mega Knight
Giant Skeleton Mega Knight
Wizard
Wizard Mega Knight
Wizard Bandit Electro Wizard
Wizard Bandit Mega Knight
Bandit
Bats Wizard Electro Wizard
Electro Wizard Bats Wizard
Wizard Bandit Mega Knight
Electro Wizard
Giant Skeleton Mega Knight
Wizard
Electro Wizard Bats Skeleton Army Bandit
Wizard Electro Wizard
Wizard Electro Wizard Mega Knight
Wizard
Giant Skeleton
Mega Knight
Bats Giant Skeleton Electro Wizard
Bats Electro Wizard
Giant Skeleton Bandit Electro Wizard Mega Knight

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