My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Bats 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.

Bomber Bats Knight Royal Giant Wizard

Offensive cards

Win conditions

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

Royal Giant Miner

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.

Royal Giant Miner

Pump responses

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

Miner

Dropped at the bridge

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

Knight Royal Giant

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.

Miner

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
Bomber Bats Royal Giant Guards Miner
Giant Snowball
Bomber Bats Guards Miner
Zap
Bomber Bats Royal Giant Guards
Barbarian Barrel
Bomber Knight Wizard Guards
The Log
Bomber Royal Giant Guards
Earthquake
Bomber Guards
Arrows
Bomber Bats Guards
Royal Delivery
Bomber Bats Knight Wizard Guards Miner
Fireball
Bomber Wizard
Poison
Bomber Bats Wizard Guards
Lightning
Knight Wizard
Rocket
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.

Bomber Zap Wizard

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 Guards Miner

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.

Royal Giant

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.

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Zap Knight Guards Miner Wizard Royal Giant

Shortest cycle

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

9 Bomber Bats Zap Knight

Attack Synergies 7 13

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.

Bomber
Royal Giant Bats Zap Knight Miner
Bats
Knight Royal Giant Miner Bomber Zap
Zap
Miner Bomber Bats Knight Royal Giant Guards
Knight
Bats Bomber Zap Wizard Miner
Royal Giant
Bomber Bats Miner Zap Wizard Guards
Wizard
Knight Royal Giant Miner
Guards
Miner Zap Royal Giant
Miner
Bats Zap Royal Giant Guards Bomber Knight Wizard

Defense Synergies 2 10

Bomber
Knight Bats Zap Guards Miner
Bats
Knight Bomber Zap
Zap
Bomber Bats Knight Guards Miner
Knight
Bomber Bats Zap Wizard
Royal Giant
Wizard
Knight Guards
Guards
Bomber Zap Wizard
Miner
Bomber Zap

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.

Bomber Zap Knight Wizard
Bomber Bats Zap Knight
Bomber Bats Knight
Bomber Bats Knight Guards
Bomber
Bomber Bats Zap Guards
Bats Zap Wizard
Zap
Knight Guards Bomber Miner
Bats Guards Bomber Zap Knight Wizard
Bats Zap Wizard
Bomber Bats Zap Knight Wizard Guards
Bomber Wizard Bats Zap Guards
Knight
Zap
Wizard Bomber Bats Knight
Bomber Bats Zap Knight Wizard Guards
Zap Wizard Bomber Bats Knight Guards
Bomber Wizard Bats Knight Guards

Counters to secondary win conditions

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

Knight Guards Zap
Bomber Zap Knight Wizard Miner
Guards Bats Zap Knight
Guards Bats Zap Knight
Knight Guards
Wizard Bats Zap
Guards Bats Knight
Knight
Zap Bats Knight
Guards
Bats Knight Guards
Zap Guards
Knight Wizard Guards
Wizard Bomber
Guards Bomber Bats Zap Knight
Bats Bomber Zap 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.)

Knight Guards
Zap Miner
Miner
Knight Guards
Bomber Wizard Zap
Wizard Bats Zap
Bomber Wizard
Zap Wizard
Miner Zap Wizard
Bats Guards
Miner Zap Knight Wizard
Zap Wizard
Knight Miner
Zap
Bomber Zap Wizard
Wizard
Bomber Bats
Bomber Zap Wizard
Bomber Zap Wizard Miner
Wizard
Zap
Zap Bomber Wizard
Miner Zap Wizard
Zap Wizard Miner
Miner Zap
Bats Zap Wizard
Zap Bats Wizard Guards
Bomber Zap Wizard Miner
Zap
Wizard
Zap Bats Guards
Zap Wizard
Miner Knight Wizard
Bomber Zap Wizard
Zap
Zap Bats Guards
Bats Zap
Zap Miner

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