My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

Fire Spirit Bats Inferno Tower Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Wizard 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 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.

Fire Spirit Hog Rider 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

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 Hog Rider Skeleton Army
Giant Snowball
Fire Spirit Bats Hog Rider Skeleton Army
Zap
Fire Spirit Bats Inferno Tower Skeleton Army
Barbarian Barrel
Fire Spirit Inferno Tower Wizard Skeleton Army
The Log
Fire Spirit Hog Rider Skeleton Army
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Fire Spirit Bats Skeleton Army
Royal Delivery
Fire Spirit Bats Hog Rider Wizard Skeleton Army
Fireball
Hog Rider Inferno Tower Wizard Skeleton Army
Poison
Bats Inferno Tower Wizard Skeleton Army
Lightning
Inferno Tower Wizard
Rocket
Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard 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.

Fire Spirit Bats Inferno Tower Skeleton Army 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.

Fire Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Skeleton Army Hog Rider Inferno Tower Wizard Mega Knight

Shortest cycle

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

8 Fire Spirit Bats Zap Skeleton Army

Attack Synergies 4 6

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.

Fire Spirit
Hog Rider Zap
Bats
Hog Rider Mega Knight Zap
Zap
Hog Rider Fire Spirit Bats Mega Knight
Hog Rider
Fire Spirit Bats Zap Wizard Mega Knight
Inferno Tower
Wizard
Hog Rider Mega Knight
Skeleton Army
Mega Knight
Bats Zap Hog Rider Wizard

Defense Synergies 2 10

Fire Spirit
Zap Inferno Tower
Bats
Zap Inferno Tower Mega Knight
Zap
Mega Knight Fire Spirit Bats Inferno Tower Skeleton Army
Hog Rider
Inferno Tower
Skeleton Army Fire Spirit Bats Zap Mega Knight
Wizard
Skeleton Army Mega Knight
Skeleton Army
Inferno Tower Zap Wizard
Mega Knight
Zap Bats Inferno Tower Wizard

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 Inferno Tower Wizard
Inferno Tower Skeleton Army Bats Zap Mega Knight
Inferno Tower Skeleton Army Mega Knight Fire Spirit Bats
Inferno Tower Skeleton Army Bats Mega Knight
Skeleton Army Mega Knight
Skeleton Army Fire Spirit Bats Zap Mega Knight
Bats Inferno Tower Fire Spirit Zap Wizard
Zap Inferno Tower Mega Knight
Inferno Tower Skeleton Army
Skeleton Army Fire Spirit Inferno Tower Mega Knight
Bats Skeleton Army Zap Wizard Mega Knight
Inferno Tower Bats Zap Wizard
Inferno Tower Skeleton Army Mega Knight Fire Spirit Bats Zap Wizard
Fire Spirit Wizard Skeleton Army Mega Knight Bats Zap
Inferno Tower Skeleton Army Mega Knight
Inferno Tower Skeleton Army Zap Mega Knight
Wizard Mega Knight Bats Inferno Tower Skeleton Army
Fire Spirit Mega Knight Bats Zap Wizard Skeleton Army
Zap Wizard Fire Spirit Bats Mega Knight
Inferno Tower
Wizard Skeleton Army Mega Knight Fire Spirit Bats

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Inferno Tower
Zap Wizard Mega Knight
Skeleton Army Mega Knight Bats Zap Inferno Tower
Skeleton Army Mega Knight Bats Zap Inferno Tower
Inferno Tower Skeleton Army Mega Knight
Fire Spirit Wizard Bats Zap
Skeleton Army Bats Inferno Tower
Inferno Tower Mega Knight Skeleton Army
Zap Mega Knight Bats Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Mega Knight Bats Inferno Tower
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Inferno Tower Wizard
Wizard Skeleton Army Mega Knight
Inferno Tower Skeleton Army Bats Zap
Bats Mega Knight Zap Inferno Tower Wizard

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.)

Zap
Wizard Fire Spirit Zap Mega Knight
Wizard Fire Spirit Bats Zap
Fire Spirit Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Bats
Zap Wizard
Fire Spirit Zap Wizard
Fire Spirit
Zap
Zap Wizard
Wizard Mega Knight
Bats
Fire Spirit Zap Wizard Mega Knight
Fire Spirit Zap Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Fire Spirit Wizard Mega Knight
Zap Wizard
Zap Wizard Mega Knight
Zap
Fire Spirit Bats Zap Wizard
Zap Bats Wizard
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Fire Spirit Bats Skeleton Army
Fire Spirit Zap Wizard
Wizard Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Bats
Bats Zap
Zap Mega Knight

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