My Best Clash Royale Deck

Deck Check Rating

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

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 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 Battle Ram Prince Bandit Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Prince 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.

Fire Spirit Battle Ram Prince 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.

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
Bats Battle Ram Prince Bandit Inferno Dragon
Giant Snowball
Fire Spirit Bats Battle Ram Inferno Dragon
Zap
Fire Spirit Bats Battle Ram Prince Bandit Inferno Dragon
Barbarian Barrel
Fire Spirit Battle Ram Bandit
The Log
Fire Spirit Battle Ram Prince Bandit
Earthquake
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Battle Ram Prince Bandit Inferno Dragon
Fireball
Battle Ram Bandit Inferno Dragon
Poison
Bats
Lightning
Battle Ram Prince Bandit Inferno Dragon
Rocket
Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Battle Ram Prince 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.

Fire 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.

Mediocre

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 Bandit Battle Ram Inferno Dragon Prince Mega Knight

Shortest cycle

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

8 Fire Spirit Bats Zap Bandit

Attack Synergies 6 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.

Fire Spirit
Zap Battle Ram Prince Bandit Inferno Dragon
Bats
Mega Knight Zap Battle Ram Prince Bandit Inferno Dragon
Zap
Battle Ram Prince Fire Spirit Bats Bandit Mega Knight
Battle Ram
Zap Bandit Fire Spirit Bats
Prince
Zap Mega Knight Fire Spirit Bats
Bandit
Battle Ram Fire Spirit Bats Zap Mega Knight
Inferno Dragon
Mega Knight Fire Spirit Bats
Mega Knight
Bats Prince Inferno Dragon Zap Bandit

Defense Synergies 1 11

Fire Spirit
Zap
Bats
Zap Prince Bandit Inferno Dragon Mega Knight
Zap
Mega Knight Fire Spirit Bats Prince Bandit Inferno Dragon
Battle Ram
Prince
Bats Zap
Bandit
Bats Zap Mega Knight
Inferno Dragon
Bats Zap Mega Knight
Mega Knight
Zap Bats 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
Inferno Dragon Bats Zap Prince Bandit Mega Knight
Prince Mega Knight Fire Spirit Bats Bandit Inferno Dragon
Prince Inferno Dragon Bats Bandit Mega Knight
Prince Mega Knight
Fire Spirit Bats Zap Bandit Mega Knight
Bats Inferno Dragon Fire Spirit Zap
Zap Bandit Mega Knight
Inferno Dragon Prince
Fire Spirit Prince Bandit Mega Knight
Bats Zap Bandit Mega Knight
Inferno Dragon Bats Zap
Prince Mega Knight Fire Spirit Bats Zap Bandit
Fire Spirit Mega Knight Bats Zap Prince
Inferno Dragon Prince Bandit Mega Knight
Zap Prince Bandit Inferno Dragon Mega Knight
Mega Knight Bats Prince
Fire Spirit Mega Knight Bats Zap Prince Bandit
Zap Fire Spirit Bats Bandit Inferno Dragon Mega Knight
Prince Inferno Dragon
Mega Knight Fire Spirit Bats Prince Bandit

Counters to secondary win conditions

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

Mega Knight Zap Prince Bandit
Bandit Zap Prince Inferno Dragon Mega Knight
Bandit Mega Knight Bats Zap Prince
Prince Mega Knight Bats Zap Bandit
Prince Bandit Inferno Dragon Mega Knight
Fire Spirit Bats Zap
Prince Bats Bandit
Mega Knight Prince Inferno Dragon
Zap Mega Knight Bats Prince Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats Prince
Mega Knight Zap Prince
Prince Mega Knight Bandit
Mega Knight
Bats Zap Prince Inferno Dragon
Bats Mega Knight Zap 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.)

Bandit
Zap Bandit
Bandit
Prince
Fire Spirit Zap Mega Knight
Fire Spirit Bats Zap
Fire Spirit
Fire Spirit Zap
Zap Bandit
Fire Spirit Bats Prince
Zap Prince Bandit
Fire Spirit Zap
Fire Spirit Bandit
Bandit
Zap Prince
Zap Bandit
Bandit Mega Knight
Bats
Fire Spirit Zap Prince Bandit Mega Knight
Fire Spirit Zap Mega Knight
Prince Mega Knight
Prince
Zap
Zap Fire Spirit Mega Knight
Inferno Dragon
Zap Bandit
Zap Prince Bandit Mega Knight
Zap Bandit
Fire Spirit Bats Zap
Zap Bats
Zap Bandit Mega Knight
Zap
Prince Mega Knight
Zap Fire Spirit Bats Prince Bandit
Fire Spirit Zap
Prince Mega Knight
Zap
Zap
Prince Mega Knight
Zap Bats
Bats Zap
Zap Prince Bandit Mega Knight

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