My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Mega Minion Electro 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.

Bats Mega Minion Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Graveyard

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Freeze

Punishments

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

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Giant Skeleton

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.

Giant Skeleton Electro Wizard Graveyard

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 Army Giant Skeleton Graveyard
Giant Snowball
Bats Mega Minion Skeleton Army Graveyard
Zap
Bats Skeleton Army Graveyard
Barbarian Barrel
Skeleton Army Giant Skeleton Electro Wizard Graveyard
The Log
Skeleton Army Giant Skeleton Graveyard
Earthquake
Skeleton Army Graveyard
Arrows
Bats Skeleton Army Graveyard
Royal Delivery
Bats Mega Minion Skeleton Army Giant Skeleton Electro Wizard Graveyard
Fireball
Mega Minion Skeleton Army Electro Wizard
Poison
Bats Mega Minion Skeleton Army Electro Wizard Graveyard
Lightning
Mega Minion Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze

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 Mega Minion Skeleton Army Freeze Giant Skeleton

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 Graveyard

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.

Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Mega Minion Skeleton Army Freeze Electro Wizard Graveyard Giant Skeleton

Shortest cycle

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

11 Bats Arrows Mega Minion Skeleton Army

Attack Synergies 4 9

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
Giant Skeleton Mega Minion Graveyard
Arrows
Graveyard Mega Minion Freeze Giant Skeleton
Mega Minion
Bats Arrows Giant Skeleton Graveyard
Skeleton Army
Freeze
Graveyard Arrows
Giant Skeleton
Bats Arrows Mega Minion Electro Wizard Graveyard
Electro Wizard
Graveyard Giant Skeleton
Graveyard
Arrows Freeze Electro Wizard Bats Mega Minion Giant Skeleton

Defense Synergies 0 14

Bats
Freeze Giant Skeleton Electro Wizard
Arrows
Mega Minion Giant Skeleton
Mega Minion
Arrows Skeleton Army Freeze Giant Skeleton Electro Wizard
Skeleton Army
Mega Minion Freeze Giant Skeleton Electro Wizard
Freeze
Bats Mega Minion Skeleton Army Electro Wizard
Giant Skeleton
Bats Arrows Mega Minion Skeleton Army Electro Wizard
Electro Wizard
Bats Mega Minion Skeleton Army Freeze Giant Skeleton
Graveyard

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.

Mega Minion Electro Wizard
Skeleton Army Bats Mega Minion Electro Wizard
Skeleton Army Bats Mega Minion Freeze Giant Skeleton Electro Wizard
Skeleton Army Bats Mega Minion Electro Wizard
Arrows Skeleton Army Giant Skeleton
Arrows Skeleton Army Freeze Bats Mega Minion Electro Wizard
Bats Mega Minion Electro Wizard Arrows Freeze
Arrows Giant Skeleton Electro Wizard
Skeleton Army
Skeleton Army Giant Skeleton Electro Wizard
Bats Skeleton Army Electro Wizard Arrows Mega Minion Freeze Giant Skeleton
Arrows Mega Minion Bats Electro Wizard
Skeleton Army Bats Freeze Giant Skeleton Electro Wizard
Skeleton Army Bats Arrows Mega Minion Freeze Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Freeze Electro Wizard
Bats Arrows Skeleton Army Electro Wizard
Arrows Bats Mega Minion Skeleton Army Electro Wizard
Arrows Freeze Bats Mega Minion Giant Skeleton Electro Wizard
Electro Wizard
Skeleton Army Bats Arrows Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Giant Skeleton Electro Wizard
Electro Wizard Arrows Mega Minion
Skeleton Army Giant Skeleton Bats Electro Wizard
Skeleton Army Giant Skeleton Bats Electro Wizard
Giant Skeleton Skeleton Army
Arrows Bats Freeze Electro Wizard
Skeleton Army Bats Mega Minion Giant Skeleton Electro Wizard
Giant Skeleton Skeleton Army
Freeze Giant Skeleton Electro Wizard Bats Mega Minion Skeleton Army
Mega Minion Skeleton Army
Bats Mega Minion Giant Skeleton
Skeleton Army Arrows Giant Skeleton Electro Wizard
Skeleton Army Giant Skeleton
Skeleton Army
Skeleton Army Electro Wizard Bats Mega Minion Freeze Giant Skeleton
Bats Arrows Mega Minion Freeze Giant Skeleton Electro 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.)

Arrows Freeze Giant Skeleton
Arrows Electro Wizard
Arrows Giant Skeleton
Arrows Freeze Giant Skeleton
Arrows
Arrows Bats Mega Minion Freeze
Arrows
Arrows Freeze
Arrows
Bats Electro Wizard
Arrows Electro Wizard
Arrows
Arrows Freeze
Arrows
Arrows
Arrows
Arrows Freeze
Bats
Arrows Mega Minion Electro Wizard
Arrows
Giant Skeleton
Arrows
Arrows
Arrows Freeze
Mega Minion
Arrows Electro Wizard
Arrows
Arrows
Bats Arrows Electro Wizard
Electro Wizard Bats Mega Minion Freeze
Mega Minion
Arrows
Arrows Freeze Electro Wizard
Giant Skeleton
Arrows
Electro Wizard Bats Skeleton Army Freeze
Arrows Mega Minion Electro Wizard
Freeze
Arrows
Mega Minion Electro Wizard
Arrows
Arrows Giant Skeleton
Mega Minion
Bats Freeze Giant Skeleton Electro Wizard
Bats Electro Wizard
Freeze Giant Skeleton Electro Wizard

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