My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde 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.

Wizard Royal Ghost Bandit Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Royal Ghost 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.

Minion Horde Hog Rider Royal Ghost 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.

Hog Rider Royal Ghost 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
Minion Horde Hog Rider Skeleton Army Bandit
Giant Snowball
Minion Horde Hog Rider Skeleton Army
Zap
Minion Horde Skeleton Army Bandit
Barbarian Barrel
Wizard Skeleton Army Royal Ghost Bandit
The Log
Hog Rider Skeleton Army Bandit
Earthquake
Hog Rider Skeleton Army
Arrows
Minion Horde Skeleton Army
Royal Delivery
Minion Horde Hog Rider Wizard Skeleton Army Royal Ghost Bandit
Fireball
Minion Horde Hog Rider Wizard Skeleton Army Bandit
Poison
Minion Horde Wizard Skeleton Army
Lightning
Wizard Bandit
Rocket
Minion Horde Hog Rider Wizard

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 Royal Ghost 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.

Skeleton Army Royal Ghost 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.

Minion Horde 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.

Zap Skeleton Army Royal Ghost Bandit Hog Rider Minion Horde Wizard Mega Knight

Shortest cycle

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

11 Zap Skeleton Army Royal Ghost Bandit

Attack Synergies 2 14

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.

Zap
Hog Rider Minion Horde Royal Ghost Bandit Mega Knight
Minion Horde
Mega Knight Zap Hog Rider
Hog Rider
Zap Minion Horde Wizard Bandit Mega Knight
Wizard
Hog Rider Royal Ghost Bandit Mega Knight
Skeleton Army
Royal Ghost
Zap Wizard Bandit Mega Knight
Bandit
Zap Hog Rider Wizard Royal Ghost Mega Knight
Mega Knight
Minion Horde Zap Hog Rider Wizard Royal Ghost Bandit

Defense Synergies 1 11

Zap
Mega Knight Minion Horde Skeleton Army Royal Ghost Bandit
Minion Horde
Zap
Hog Rider
Wizard
Skeleton Army Royal Ghost Bandit Mega Knight
Skeleton Army
Zap Wizard Bandit
Royal Ghost
Zap Wizard Mega Knight
Bandit
Zap Wizard Skeleton Army Mega Knight
Mega Knight
Zap Wizard Royal Ghost 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.

Zap Minion Horde Wizard
Minion Horde Skeleton Army Zap Bandit Mega Knight
Minion Horde Skeleton Army Mega Knight Bandit
Minion Horde Skeleton Army Bandit Mega Knight
Skeleton Army Mega Knight
Skeleton Army Zap Royal Ghost Bandit Mega Knight
Minion Horde Zap Wizard
Zap Bandit Mega Knight
Minion Horde Skeleton Army
Skeleton Army Minion Horde Royal Ghost Bandit Mega Knight
Minion Horde Skeleton Army Zap Wizard Royal Ghost Bandit Mega Knight
Minion Horde Zap Wizard
Minion Horde Skeleton Army Mega Knight Zap Wizard Bandit
Wizard Skeleton Army Mega Knight Zap Minion Horde Royal Ghost
Skeleton Army Minion Horde Bandit Mega Knight
Minion Horde Skeleton Army Zap Bandit Mega Knight
Minion Horde Wizard Mega Knight Skeleton Army
Mega Knight Zap Minion Horde Wizard Skeleton Army Royal Ghost Bandit
Zap Wizard Royal Ghost Bandit Mega Knight
Wizard Skeleton Army Royal Ghost Mega Knight Minion Horde Bandit

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Royal Ghost Bandit
Bandit Zap Wizard Royal Ghost Mega Knight
Skeleton Army Bandit Mega Knight Zap Minion Horde
Skeleton Army Mega Knight Zap Minion Horde Bandit
Minion Horde Skeleton Army Bandit Mega Knight
Wizard Zap Minion Horde
Skeleton Army Minion Horde Bandit
Mega Knight Minion Horde Skeleton Army
Zap Minion Horde Mega Knight Skeleton Army Bandit
Minion Horde Skeleton Army
Mega Knight Minion Horde
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Minion Horde Wizard Bandit
Wizard Minion Horde Skeleton Army Mega Knight
Skeleton Army Zap Minion Horde
Mega Knight Zap Minion Horde Wizard Royal Ghost

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.)

Minion Horde Royal Ghost Bandit
Zap Royal Ghost Bandit
Minion Horde Bandit
Wizard Zap Minion Horde Mega Knight
Wizard Zap Minion Horde
Minion Horde Wizard
Zap Wizard
Zap Wizard Bandit
Minion Horde
Zap Minion Horde Wizard Bandit
Zap Wizard
Bandit
Minion Horde Bandit
Zap
Zap Minion Horde Wizard Bandit
Minion Horde Wizard Bandit Mega Knight
Minion Horde
Zap Wizard Bandit Mega Knight
Zap Wizard Mega Knight
Minion Horde Mega Knight
Wizard
Zap Minion Horde
Zap Wizard Mega Knight
Minion Horde
Zap Wizard Royal Ghost Bandit
Zap Wizard Bandit Mega Knight
Zap Bandit
Zap Minion Horde Wizard
Zap Minion Horde Wizard
Minion Horde
Zap Minion Horde Wizard Bandit Mega Knight
Zap Minion Horde
Minion Horde Mega Knight
Wizard
Zap Minion Horde Skeleton Army Bandit
Zap Wizard
Minion Horde Wizard Mega Knight
Zap Wizard
Zap
Minion Horde Mega Knight
Zap Minion Horde
Zap
Zap Royal Ghost Bandit Mega Knight

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