My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Minions Mega Minion Magic Archer

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 Mega Minion Magic Archer

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Earthquake

Punishments

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

Wall Breakers

Pump responses

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

Earthquake

Dropped at the bridge

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

Knight Wall Breakers Magic Archer

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.

Magic Archer

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 Minions Wall Breakers Guards
Giant Snowball
Bats Minions Mega Minion Wall Breakers Guards
Zap
Bats Minions Wall Breakers Guards
Barbarian Barrel
Knight Wall Breakers Guards Magic Archer
The Log
Wall Breakers Guards
Earthquake
Guards
Arrows
Bats Minions Wall Breakers Guards
Royal Delivery
Bats Knight Minions Mega Minion Wall Breakers Guards Magic Archer
Fireball
Minions Mega Minion Wall Breakers Magic Archer
Poison
Bats Minions Mega Minion Guards Magic Archer
Lightning
Knight Mega Minion Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Magic Archer

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 Mega Minion Guards

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.

Minions

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Wall Breakers Knight Minions Mega Minion Earthquake Guards Magic Archer

Shortest cycle

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

10 Bats Wall Breakers Knight Minions

Attack Synergies 4 7

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 Minions Mega Minion Wall Breakers
Knight
Bats Minions Mega Minion Wall Breakers Earthquake Magic Archer
Minions
Knight Bats Wall Breakers
Mega Minion
Knight Bats
Earthquake
Knight Wall Breakers
Wall Breakers
Knight Bats Minions Earthquake
Guards
Magic Archer
Knight

Defense Synergies 4 5

Bats
Knight Minions Earthquake
Knight
Bats Minions Mega Minion Magic Archer Earthquake
Minions
Knight Bats
Mega Minion
Knight Guards
Earthquake
Bats Knight
Wall Breakers
Guards
Mega Minion Magic Archer
Magic Archer
Knight Guards

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.

Earthquake Knight Minions Mega Minion Magic Archer
Bats Knight Minions Mega Minion
Bats Knight Minions Mega Minion
Bats Knight Minions Mega Minion Guards
Earthquake
Bats Minions Mega Minion Earthquake Guards Magic Archer
Bats Minions Mega Minion Magic Archer
Earthquake Magic Archer
Minions
Knight Guards
Bats Minions Guards Knight Mega Minion Earthquake Magic Archer
Minions Mega Minion Bats Magic Archer
Bats Knight Minions Earthquake Guards
Bats Minions Mega Minion Earthquake Guards Magic Archer
Knight
Bats Knight Minions
Bats Knight Minions Mega Minion Guards Magic Archer
Earthquake Bats Knight Minions Mega Minion Guards Magic Archer
Bats Knight Minions Earthquake Guards

Counters to secondary win conditions

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

Knight Guards
Knight Mega Minion Magic Archer
Guards Bats Knight Minions
Guards Bats Knight
Knight Guards
Bats Minions Magic Archer
Guards Bats Knight Minions Mega Minion
Knight
Bats Knight Minions Mega Minion Magic Archer
Mega Minion Guards
Bats Knight Minions Mega Minion Guards
Guards
Knight Guards
Magic Archer
Guards Bats Knight Minions Mega Minion Magic Archer
Bats Minions Mega Minion Earthquake Magic Archer

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.)

Earthquake Magic Archer Knight Guards
Magic Archer
Earthquake Magic Archer
Earthquake Knight Guards
Earthquake Magic Archer
Bats Minions Mega Minion Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Bats Minions Guards
Knight Earthquake Magic Archer
Magic Archer
Earthquake Knight Magic Archer
Earthquake Minions Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake
Bats Minions
Mega Minion Earthquake Magic Archer
Earthquake Magic Archer
Minions Earthquake Magic Archer
Earthquake
Earthquake Magic Archer
Mega Minion
Earthquake Magic Archer
Magic Archer
Magic Archer
Bats Magic Archer
Bats Minions Mega Minion Guards
Mega Minion
Earthquake Magic Archer
Magic Archer
Earthquake Magic Archer
Earthquake Bats Minions Guards Magic Archer
Mega Minion Magic Archer
Knight Mega Minion Magic Archer
Earthquake Magic Archer
Mega Minion
Bats Minions Guards Magic Archer
Bats Magic Archer
Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: