My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers 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 Archers Knight Giant Wizard Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Lightning

Punishments

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

Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Giant

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 Archers Giant Sparky
Giant Snowball
Bats Archers
Zap
Bats Archers Sparky
Barbarian Barrel
Archers Knight Wizard Sparky
The Log
Archers Sparky
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Knight Wizard Sparky
Fireball
Archers Wizard Sparky
Poison
Bats Archers Wizard Sparky
Lightning
Knight Wizard Sparky
Rocket
Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Sparky

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 Knight Sparky

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Knight Giant Wizard Lightning Sparky

Shortest cycle

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

10 Bats Zap Archers Knight

Attack Synergies 7 9

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 Giant Zap Sparky
Zap
Giant Sparky Bats Archers Knight
Archers
Knight Zap Giant
Knight
Bats Archers Zap Wizard Sparky
Giant
Bats Zap Lightning Sparky Archers Wizard
Wizard
Knight Giant Sparky
Lightning
Giant
Sparky
Zap Giant Bats Knight Wizard

Defense Synergies 2 7

Bats
Knight Zap Sparky
Zap
Bats Archers Knight Sparky
Archers
Knight Zap
Knight
Bats Archers Zap Wizard Sparky
Giant
Wizard
Knight
Lightning
Sparky
Bats Zap Knight

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.

Lightning Zap Knight Wizard Sparky
Sparky Bats Zap Knight
Sparky Bats Archers Knight Lightning
Sparky Bats Knight
Lightning Sparky
Bats Zap Archers
Bats Lightning Zap Archers Wizard
Lightning Zap Sparky
Sparky
Knight Archers Sparky
Bats Archers Zap Knight Wizard
Bats Zap Archers Wizard
Sparky Bats Zap Knight Wizard Lightning
Wizard Sparky Bats Zap
Sparky Knight
Zap Lightning Sparky
Wizard Sparky Bats Knight
Bats Zap Archers Knight Wizard
Zap Wizard Bats Archers Knight
Sparky
Wizard Bats Archers Knight Sparky

Counters to secondary win conditions

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

Knight Zap Archers Sparky
Zap Archers Knight Wizard Lightning
Bats Zap Knight Lightning Sparky
Lightning Bats Zap Knight Sparky
Knight Sparky
Wizard Bats Zap Archers
Sparky Bats Archers Knight Lightning
Knight Sparky
Zap Lightning Bats Knight Sparky
Sparky
Bats Knight Sparky
Lightning Zap
Lightning Knight Wizard Sparky
Wizard Archers Sparky
Sparky Bats Zap Archers Knight Lightning
Bats Zap Archers Wizard Sparky

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.)

Lightning Knight Sparky
Zap
Lightning Sparky
Lightning Knight Sparky
Wizard Zap Sparky
Wizard Bats Zap
Archers Wizard Sparky
Zap Wizard Lightning
Zap Wizard Lightning
Lightning Bats Sparky
Lightning Zap Knight Wizard Sparky
Lightning Zap Archers Wizard
Lightning Knight Sparky
Lightning
Lightning Zap Sparky
Lightning Zap Wizard Sparky
Lightning Wizard Sparky
Lightning Sparky
Bats Lightning Sparky
Lightning Zap Archers Wizard Sparky
Lightning Zap Wizard
Lightning Sparky
Lightning Wizard
Lightning Sparky
Lightning Zap
Zap Wizard Sparky
Zap Wizard Lightning Sparky
Lightning Zap Wizard Sparky
Lightning Zap Sparky
Lightning Bats Zap Archers Wizard Sparky
Zap Lightning Bats Wizard
Lightning Sparky
Lightning Zap Wizard Sparky
Zap Lightning Sparky
Sparky
Wizard Lightning Sparky
Zap Lightning Bats Archers
Lightning Zap Archers Wizard
Lightning Knight Wizard Sparky
Zap Wizard Lightning
Lightning Zap Sparky
Sparky
Zap Bats Lightning Sparky
Bats Zap Lightning
Lightning Zap Sparky

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