My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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!

Similar decks

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 Prince Electro Giant Mega Knight

Offensive cards

Win conditions

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

Wall Breakers Electro Giant

Damage spells

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

Zap

Punishments

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

Wall Breakers Prince 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.

Wall Breakers Prince Electro Giant 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.

Firecracker

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 Wall Breakers Prince
Giant Snowball
Bats Wall Breakers
Zap
Bats Firecracker Wall Breakers Prince
Barbarian Barrel
Firecracker Wizard Wall Breakers
The Log
Firecracker Wall Breakers Prince
Earthquake
Firecracker
Arrows
Bats Firecracker Wall Breakers
Royal Delivery
Bats Firecracker Wizard Wall Breakers Prince
Fireball
Firecracker Wizard Wall Breakers
Poison
Bats Firecracker Wizard
Lightning
Wizard Prince
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard Electro Giant 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 Prince Electro Giant 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.

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 Wall Breakers Firecracker Wizard Prince Electro Giant Mega Knight

Shortest cycle

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

9 Bats Zap Wall Breakers Firecracker

Attack Synergies 4 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
Mega Knight Zap Firecracker Wall Breakers Prince
Zap
Firecracker Prince Bats Wall Breakers Mega Knight
Firecracker
Zap Bats Wall Breakers Prince Mega Knight
Wizard
Prince Mega Knight
Wall Breakers
Bats Zap Firecracker Mega Knight
Prince
Zap Mega Knight Bats Firecracker Wizard Electro Giant
Electro Giant
Prince
Mega Knight
Bats Prince Zap Firecracker Wizard Wall Breakers

Defense Synergies 1 11

Bats
Zap Firecracker Prince Mega Knight
Zap
Mega Knight Bats Firecracker Prince
Firecracker
Bats Zap Prince Mega Knight
Wizard
Prince Mega Knight
Wall Breakers
Prince
Bats Zap Firecracker Wizard Electro Giant
Electro Giant
Prince
Mega Knight
Zap Bats 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.

Zap Firecracker Wizard
Bats Zap Firecracker Prince Mega Knight
Prince Mega Knight Bats
Prince Bats Firecracker Mega Knight
Firecracker Prince Mega Knight
Bats Zap Firecracker Mega Knight
Bats Zap Firecracker Wizard
Zap Electro Giant Mega Knight
Prince
Firecracker Prince Mega Knight
Bats Zap Firecracker Wizard Electro Giant Mega Knight
Bats Zap Firecracker Wizard
Prince Mega Knight Bats Zap Wizard
Wizard Mega Knight Bats Zap Firecracker Prince
Prince Mega Knight
Zap Prince Electro Giant Mega Knight
Wizard Mega Knight Bats Firecracker Prince
Mega Knight Bats Zap Firecracker Wizard Prince
Zap Wizard Bats Firecracker Mega Knight
Prince
Wizard Mega Knight Bats Firecracker Prince Electro Giant

Counters to secondary win conditions

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

Mega Knight Zap Prince Electro Giant
Zap Firecracker Wizard Prince Mega Knight
Mega Knight Bats Zap Prince
Prince Mega Knight Bats Zap
Prince Mega Knight
Firecracker Wizard Electro Giant Bats Zap
Prince Bats
Mega Knight Prince
Zap Mega Knight Bats Firecracker Prince
Mega Knight Bats Prince
Mega Knight Zap Prince Electro Giant
Prince Mega Knight Wizard
Wizard Firecracker Electro Giant Mega Knight
Electro Giant Bats Zap Firecracker Prince
Bats Mega Knight Zap Firecracker Wizard Electro Giant

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.)

Firecracker
Firecracker Zap
Firecracker Prince
Wizard Zap Firecracker Mega Knight
Firecracker Wizard Electro Giant Bats Zap
Firecracker Wizard
Zap Firecracker Wizard
Zap Firecracker Wizard
Bats Prince
Firecracker Zap Wizard Prince
Zap Firecracker Wizard
Firecracker
Firecracker
Zap Firecracker Prince
Zap Firecracker Wizard
Firecracker Wizard Mega Knight
Bats
Zap Firecracker Wizard Prince Mega Knight
Zap Firecracker Wizard Electro Giant Mega Knight
Prince Mega Knight
Wizard
Prince
Zap
Zap Firecracker Electro Giant Wizard Mega Knight
Firecracker Zap Wizard
Zap Wizard Prince Mega Knight
Zap Firecracker
Bats Zap Firecracker Wizard Electro Giant
Zap Bats Firecracker Wizard Electro Giant
Zap Wizard Mega Knight
Zap Firecracker
Prince Mega Knight
Firecracker Wizard
Zap Bats Prince
Zap Firecracker Wizard
Firecracker Wizard Prince Mega Knight
Zap Firecracker Wizard
Zap Electro Giant
Firecracker Prince Mega Knight
Zap Electro Giant Bats Firecracker
Firecracker Bats Zap
Zap Firecracker Prince Electro Giant Mega Knight

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