My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
Versatility
Good
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Knight Balloon Royal Ghost Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Arrows

Punishments

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

Balloon Royal Ghost 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.

Knight Balloon Royal Ghost 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.

Balloon Royal Ghost 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 Balloon
Giant Snowball
Bats Balloon
Zap
Bats Balloon
Barbarian Barrel
Knight Royal Ghost Electro Wizard
The Log
Earthquake
Arrows
Bats
Royal Delivery
Bats Knight Balloon Royal Ghost Electro Wizard
Fireball
Balloon Electro Wizard
Poison
Bats Balloon Electro Wizard
Lightning
Knight Balloon Electro Wizard
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Royal Ghost Mega Knight

Ladder info

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 Knight Royal Ghost Mega Knight

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Knight Royal Ghost Electro Wizard Balloon Mega Knight

Shortest cycle

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

10 Bats Zap Arrows Knight

Attack Synergies 8 13

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 Balloon Mega Knight Zap
Zap
Arrows Balloon Electro Wizard Bats Knight Royal Ghost Mega Knight
Arrows
Zap Balloon Knight Mega Knight
Knight
Bats Balloon Zap Arrows Electro Wizard
Balloon
Bats Zap Arrows Knight Royal Ghost Electro Wizard Mega Knight
Royal Ghost
Zap Balloon Electro Wizard Mega Knight
Electro Wizard
Zap Knight Balloon Royal Ghost Mega Knight
Mega Knight
Bats Zap Arrows Balloon Royal Ghost Electro Wizard

Defense Synergies 5 10

Bats
Knight Zap Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Arrows Knight Royal Ghost
Arrows
Mega Knight Zap Knight
Knight
Bats Electro Wizard Zap Arrows
Balloon
Royal Ghost
Zap Electro Wizard Mega Knight
Electro Wizard
Zap Knight Bats Royal Ghost Mega Knight
Mega Knight
Zap Arrows Bats Royal Ghost 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.

Zap Knight Electro Wizard
Bats Zap Knight Electro Wizard Mega Knight
Mega Knight Bats Knight Electro Wizard
Bats Knight Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Bats Zap Royal Ghost Electro Wizard Mega Knight
Bats Electro Wizard Zap Arrows
Zap Arrows Electro Wizard Mega Knight
Knight Royal Ghost Electro Wizard Mega Knight
Bats Electro Wizard Zap Arrows Knight Royal Ghost Mega Knight
Arrows Bats Zap Electro Wizard
Mega Knight Bats Zap Knight Electro Wizard
Mega Knight Bats Zap Arrows Royal Ghost Electro Wizard
Knight Electro Wizard Mega Knight
Zap Electro Wizard Mega Knight
Mega Knight Bats Arrows Knight Electro Wizard
Arrows Mega Knight Bats Zap Knight Royal Ghost Electro Wizard
Zap Arrows Bats Knight Royal Ghost Electro Wizard Mega Knight
Electro Wizard
Royal Ghost Mega Knight Bats Arrows Knight Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Zap Royal Ghost Electro Wizard
Electro Wizard Zap Arrows Knight Royal Ghost Mega Knight
Mega Knight Bats Zap Knight Electro Wizard
Mega Knight Bats Zap Knight Electro Wizard
Knight Mega Knight
Arrows Bats Zap Electro Wizard
Bats Knight Electro Wizard
Mega Knight Knight
Zap Electro Wizard Mega Knight Bats Knight
Mega Knight Bats Knight
Mega Knight Zap Arrows Electro Wizard
Mega Knight Knight
Mega Knight
Electro Wizard Bats Zap Knight
Bats Arrows Mega Knight Zap Royal Ghost 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.)

Arrows Knight Royal Ghost
Arrows Zap Royal Ghost Electro Wizard
Arrows
Arrows Knight
Zap Arrows Mega Knight
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Electro Wizard
Zap Arrows Knight Electro Wizard
Zap Arrows
Knight
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Bats
Zap Arrows Electro Wizard Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Mega Knight
Arrows Zap Royal Ghost Electro Wizard
Zap Arrows Mega Knight
Zap Arrows
Bats Zap Arrows Electro Wizard
Zap Electro Wizard Bats
Zap Arrows Mega Knight
Zap Arrows Electro Wizard
Mega Knight
Arrows
Zap Electro Wizard Bats
Zap Arrows Electro Wizard
Arrows
Knight Electro Wizard Mega Knight
Arrows Zap
Zap Arrows
Mega Knight
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Royal Ghost Electro Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: