My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

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.

Bats Royal Giant Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

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 Elite Barbarians Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Royal Giant Elite Barbarians 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.

Elite Barbarians Goblin Barrel

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 Royal Giant Elite Barbarians Goblin Barrel Skeleton Army
Giant Snowball
Bats Goblin Barrel Skeleton Army
Zap
Bats Royal Giant Goblin Barrel Skeleton Army
Barbarian Barrel
Elite Barbarians Wizard Goblin Barrel Skeleton Army
The Log
Royal Giant Elite Barbarians Goblin Barrel Skeleton Army
Earthquake
Goblin Barrel Skeleton Army
Arrows
Bats Goblin Barrel Skeleton Army
Royal Delivery
Bats Elite Barbarians Wizard Goblin Barrel Skeleton Army
Fireball
Elite Barbarians Wizard Goblin Barrel Skeleton Army
Poison
Bats Wizard Skeleton Army
Lightning
Elite Barbarians Wizard
Rocket
Elite Barbarians 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.

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.

Bats 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.

Royal Giant Elite Barbarians Goblin Barrel 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.

Wizard Goblin Barrel

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.

Bats Zap Goblin Barrel Skeleton Army Wizard Royal Giant Elite Barbarians Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Barrel Skeleton Army

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.

Bats
Royal Giant Mega Knight Zap Elite Barbarians Goblin Barrel
Zap
Elite Barbarians Bats Royal Giant Mega Knight
Royal Giant
Bats Goblin Barrel Zap Elite Barbarians Wizard
Elite Barbarians
Zap Bats Royal Giant Wizard Mega Knight
Wizard
Royal Giant Elite Barbarians Mega Knight
Goblin Barrel
Royal Giant Bats Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
Mega Knight
Bats Zap Elite Barbarians Wizard Goblin Barrel

Defense Synergies 1 8

Bats
Zap Mega Knight
Zap
Mega Knight Bats Elite Barbarians Skeleton Army
Royal Giant
Elite Barbarians
Zap Wizard Mega Knight
Wizard
Elite Barbarians Skeleton Army Mega Knight
Goblin Barrel
Skeleton Army
Zap Wizard
Mega Knight
Zap Bats Elite Barbarians 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 Wizard
Elite Barbarians Skeleton Army Bats Zap Mega Knight
Skeleton Army Mega Knight Bats Elite Barbarians
Elite Barbarians Skeleton Army Bats Mega Knight
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Bats Zap Mega Knight
Bats Zap Wizard
Zap Mega Knight
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Mega Knight
Bats Skeleton Army Zap Wizard Mega Knight
Bats Zap Wizard
Skeleton Army Mega Knight Bats Zap Elite Barbarians Wizard
Wizard Skeleton Army Mega Knight Bats Zap
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Zap Elite Barbarians Mega Knight
Wizard Mega Knight Bats Elite Barbarians Skeleton Army
Mega Knight Bats Zap Elite Barbarians Wizard Skeleton Army
Zap Wizard Bats Mega Knight
Elite Barbarians
Wizard Skeleton Army Mega Knight Bats Elite Barbarians

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Elite Barbarians
Zap Elite Barbarians Wizard Mega Knight
Skeleton Army Mega Knight Bats Zap Elite Barbarians
Skeleton Army Mega Knight Bats Zap Elite Barbarians
Elite Barbarians Skeleton Army Mega Knight
Wizard Bats Zap
Skeleton Army Bats Elite Barbarians
Mega Knight Elite Barbarians Skeleton Army
Zap Mega Knight Bats Elite Barbarians Skeleton Army
Skeleton Army
Mega Knight Bats Elite Barbarians
Skeleton Army Mega Knight Zap Elite Barbarians
Elite Barbarians Skeleton Army Mega Knight Wizard
Wizard Skeleton Army Mega Knight
Elite Barbarians Skeleton Army Bats Zap
Bats Mega Knight Zap Elite Barbarians 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 Zap Mega Knight
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats Elite Barbarians
Zap Wizard
Zap Wizard
Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard Mega Knight
Bats
Zap Wizard Mega Knight
Zap Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Wizard Mega Knight
Zap Wizard
Zap Wizard Mega Knight
Zap
Elite Barbarians Bats Zap Wizard
Zap Bats Wizard
Elite Barbarians
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Bats Skeleton Army
Zap Wizard
Wizard Mega Knight
Zap Wizard
Zap
Elite Barbarians Mega Knight
Zap Bats Elite Barbarians
Bats Zap
Zap Mega Knight

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