My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Inferno Dragon

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 Skeleton Barrel Firecracker Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Skeleton Barrel

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.

Skeleton Barrel 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.

Skeleton Barrel Heal Spirit 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.

Skeleton Barrel 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 Skeleton Barrel Inferno Dragon
Giant Snowball
Bats Skeleton Barrel Inferno Dragon
Zap
Bats Skeleton Barrel Firecracker Inferno Dragon
Barbarian Barrel
Skeleton Barrel Firecracker Heal Spirit
The Log
Skeleton Barrel Firecracker Heal Spirit
Earthquake
Firecracker
Arrows
Bats Skeleton Barrel Firecracker Heal Spirit
Royal Delivery
Bats Skeleton Barrel Firecracker Heal Spirit Inferno Dragon
Fireball
Skeleton Barrel Firecracker Inferno Dragon
Poison
Bats Skeleton Barrel Firecracker
Lightning
Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker 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.

Bats Arrows Skeleton Barrel Heal Spirit Inferno Dragon 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.

Heal Spirit

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.

Heal Spirit Bats Zap Arrows Skeleton Barrel Firecracker Inferno Dragon Mega Knight

Shortest cycle

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

8 Heal Spirit Bats Zap Arrows

Attack Synergies 6 15

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
Skeleton Barrel Mega Knight Zap Firecracker Inferno Dragon
Zap
Arrows Firecracker Bats Skeleton Barrel Heal Spirit Mega Knight
Arrows
Zap Skeleton Barrel Mega Knight
Skeleton Barrel
Bats Firecracker Zap Arrows Heal Spirit Inferno Dragon Mega Knight
Firecracker
Zap Skeleton Barrel Bats Inferno Dragon Mega Knight
Heal Spirit
Zap Skeleton Barrel Inferno Dragon Mega Knight
Inferno Dragon
Mega Knight Bats Skeleton Barrel Firecracker Heal Spirit
Mega Knight
Bats Inferno Dragon Zap Arrows Skeleton Barrel Firecracker Heal Spirit

Defense Synergies 2 11

Bats
Zap Firecracker Inferno Dragon Mega Knight
Zap
Mega Knight Bats Arrows Skeleton Barrel Firecracker Inferno Dragon
Arrows
Mega Knight Zap
Skeleton Barrel
Zap Mega Knight
Firecracker
Bats Zap Mega Knight
Heal Spirit
Inferno Dragon
Bats Zap Mega Knight
Mega Knight
Zap Arrows Bats Skeleton Barrel Firecracker Inferno Dragon

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 Skeleton Barrel Firecracker
Inferno Dragon Bats Zap Firecracker Mega Knight
Mega Knight Bats Inferno Dragon
Inferno Dragon Bats Firecracker Mega Knight
Arrows Firecracker Mega Knight
Arrows Bats Zap Firecracker Mega Knight
Bats Inferno Dragon Zap Arrows Firecracker
Zap Arrows Skeleton Barrel Mega Knight
Inferno Dragon
Firecracker Mega Knight
Bats Zap Arrows Firecracker Mega Knight
Arrows Inferno Dragon Bats Zap Firecracker
Mega Knight Bats Zap
Mega Knight Bats Zap Arrows Firecracker
Inferno Dragon Mega Knight
Zap Inferno Dragon Mega Knight
Mega Knight Bats Arrows Firecracker
Arrows Mega Knight Bats Zap Firecracker
Zap Arrows Bats Firecracker Inferno Dragon Mega Knight
Inferno Dragon
Mega Knight Bats Arrows Firecracker

Counters to secondary win conditions

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

Mega Knight Zap
Zap Arrows Skeleton Barrel Firecracker Inferno Dragon Mega Knight
Mega Knight Bats Zap
Mega Knight Bats Zap
Inferno Dragon Mega Knight
Arrows Firecracker Bats Zap Skeleton Barrel
Bats
Mega Knight Inferno Dragon
Zap Mega Knight Bats Firecracker Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Zap Arrows
Mega Knight
Firecracker Mega Knight
Bats Zap Firecracker Inferno Dragon
Bats Arrows Mega Knight Zap Firecracker Inferno Dragon

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.)

Skeleton Barrel Arrows Firecracker
Arrows Firecracker Zap Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel Firecracker
Zap Arrows Firecracker Mega Knight
Arrows Firecracker Bats Zap Skeleton Barrel
Arrows Firecracker
Arrows Zap Skeleton Barrel Firecracker
Arrows Zap Skeleton Barrel Firecracker
Bats
Firecracker Zap Arrows Skeleton Barrel
Zap Arrows Firecracker
Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Zap Arrows Skeleton Barrel Firecracker
Zap Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker Mega Knight
Arrows
Bats
Zap Arrows Skeleton Barrel Firecracker Mega Knight
Zap Arrows Skeleton Barrel Firecracker Mega Knight
Mega Knight
Arrows
Zap Arrows Skeleton Barrel
Zap Arrows Firecracker Mega Knight
Inferno Dragon
Arrows Firecracker Zap Skeleton Barrel
Zap Arrows Skeleton Barrel Mega Knight
Zap Arrows Skeleton Barrel Firecracker
Bats Zap Arrows Firecracker
Zap Bats Skeleton Barrel Firecracker
Zap Arrows Mega Knight
Zap Arrows Firecracker
Mega Knight
Arrows Firecracker
Zap Skeleton Barrel Bats
Zap Arrows Firecracker
Arrows
Firecracker Mega Knight
Arrows Zap Skeleton Barrel Firecracker
Zap Arrows
Firecracker Mega Knight
Zap Bats Firecracker
Firecracker Bats Zap
Zap Skeleton Barrel Firecracker Mega Knight

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