My Best Clash Royale Deck

Deck Check Rating

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

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.

Baby Dragon 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.

Baby Dragon Bandit Inferno Dragon 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 Arrows

Punishments

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

Hog Rider 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.

Hog Rider Baby Dragon 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 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
Hog Rider Skeleton Army Bandit Inferno Dragon
Giant Snowball
Hog Rider Skeleton Army Baby Dragon Inferno Dragon
Zap
Skeleton Army Bandit Inferno Dragon
Barbarian Barrel
Skeleton Army Bandit
The Log
Hog Rider Skeleton Army Bandit
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Hog Rider Skeleton Army Baby Dragon Bandit Inferno Dragon
Fireball
Hog Rider Skeleton Army Baby Dragon Bandit Inferno Dragon
Poison
Skeleton Army
Lightning
Baby Dragon Bandit Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Baby Dragon 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.

Arrows Skeleton Army Baby Dragon Inferno Dragon 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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Skeleton Army Bandit Hog Rider Baby Dragon Inferno Dragon Mega Knight

Shortest cycle

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

11 Zap Arrows Skeleton Army Bandit

Attack Synergies 4 12

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
Arrows Hog Rider Baby Dragon Bandit Mega Knight
Arrows
Zap Hog Rider Bandit Mega Knight
Hog Rider
Zap Arrows Baby Dragon Bandit Mega Knight
Skeleton Army
Baby Dragon
Zap Hog Rider Bandit Inferno Dragon Mega Knight
Bandit
Zap Arrows Hog Rider Baby Dragon Mega Knight
Inferno Dragon
Mega Knight Baby Dragon
Mega Knight
Inferno Dragon Zap Arrows Hog Rider Baby Dragon Bandit

Defense Synergies 2 13

Zap
Mega Knight Arrows Skeleton Army Baby Dragon Bandit Inferno Dragon
Arrows
Mega Knight Zap Bandit
Hog Rider
Skeleton Army
Zap Bandit Inferno Dragon
Baby Dragon
Zap Bandit Inferno Dragon Mega Knight
Bandit
Zap Arrows Skeleton Army Baby Dragon Mega Knight
Inferno Dragon
Zap Skeleton Army Baby Dragon Mega Knight
Mega Knight
Zap Arrows Baby Dragon Bandit 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 Baby Dragon
Skeleton Army Inferno Dragon Zap Bandit Mega Knight
Skeleton Army Mega Knight Bandit Inferno Dragon
Skeleton Army Inferno Dragon Bandit Mega Knight
Arrows Skeleton Army Mega Knight
Arrows Skeleton Army Zap Baby Dragon Bandit Mega Knight
Inferno Dragon Zap Arrows Baby Dragon
Zap Arrows Baby Dragon Bandit Mega Knight
Inferno Dragon Skeleton Army
Skeleton Army Bandit Mega Knight
Skeleton Army Zap Arrows Baby Dragon Bandit Mega Knight
Arrows Inferno Dragon Zap Baby Dragon
Skeleton Army Mega Knight Zap Bandit
Skeleton Army Mega Knight Zap Arrows Baby Dragon
Skeleton Army Inferno Dragon Bandit Mega Knight
Skeleton Army Zap Bandit Inferno Dragon Mega Knight
Mega Knight Arrows Skeleton Army
Arrows Mega Knight Zap Skeleton Army Baby Dragon Bandit
Zap Arrows Baby Dragon Bandit Inferno Dragon Mega Knight
Inferno Dragon
Skeleton Army Mega Knight Arrows Baby Dragon Bandit

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Bandit
Bandit Zap Arrows Baby Dragon Inferno Dragon Mega Knight
Skeleton Army Bandit Mega Knight Zap
Skeleton Army Mega Knight Zap Bandit
Skeleton Army Bandit Inferno Dragon Mega Knight
Arrows Zap Baby Dragon
Skeleton Army Bandit
Mega Knight Skeleton Army Inferno Dragon
Zap Mega Knight Skeleton Army Baby Dragon Bandit Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight
Skeleton Army Mega Knight Zap Arrows
Skeleton Army Mega Knight Bandit
Skeleton Army Baby Dragon Mega Knight
Skeleton Army Zap Baby Dragon Inferno Dragon
Arrows Mega Knight Zap Baby Dragon 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.)

Arrows Baby Dragon Bandit
Arrows Zap Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows
Zap Arrows Baby Dragon Mega Knight
Arrows Zap Baby Dragon
Arrows Baby Dragon
Arrows Zap Baby Dragon
Arrows Zap Bandit
Zap Arrows Bandit
Zap Arrows Baby Dragon
Baby Dragon Bandit
Arrows Baby Dragon Bandit
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon Bandit
Arrows Baby Dragon Bandit Mega Knight
Arrows
Zap Arrows Baby Dragon Bandit Mega Knight
Zap Arrows Baby Dragon Mega Knight
Baby Dragon Mega Knight
Arrows
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon Mega Knight
Inferno Dragon
Arrows Zap Baby Dragon Bandit
Zap Arrows Baby Dragon Bandit Mega Knight
Zap Arrows Baby Dragon Bandit
Zap Arrows Baby Dragon
Zap
Zap Arrows Bandit Mega Knight
Zap Arrows
Mega Knight
Arrows
Zap Skeleton Army Bandit
Zap Arrows Baby Dragon
Arrows
Baby Dragon Mega Knight
Arrows Zap Baby Dragon
Zap Arrows
Mega Knight
Zap Baby Dragon
Zap
Zap Baby Dragon Bandit Mega Knight

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