My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Magic Archer

Defensive buildings

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

Mortar

Investments

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

Skeletons Bats Giant Skeleton Fisherman Magic Archer

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Zap Tornado

Punishments

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

Mortar

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.

Mortar Giant Skeleton Magic Archer

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 Magic Archer

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
Skeletons Bats Giant Skeleton Fisherman
Giant Snowball
Skeletons Bats Fisherman
Zap
Skeletons Bats Mortar Fisherman
Barbarian Barrel
Skeletons Mortar Giant Skeleton Magic Archer
The Log
Skeletons Giant Skeleton Fisherman
Earthquake
Skeletons Mortar
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Giant Skeleton Fisherman Magic Archer
Fireball
Mortar Fisherman Magic Archer
Poison
Bats Mortar Fisherman Magic Archer
Lightning
Mortar Fisherman Magic Archer
Rocket
Mortar Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar Tornado Magic Archer

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 Tornado Giant Skeleton

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.

Skeletons Bats Zap Tornado Fisherman Mortar Magic Archer Giant Skeleton

Shortest cycle

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

8 Skeletons Bats Zap Tornado

Attack Synergies 3 11

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.

Skeletons
Bats
Giant Skeleton Zap Mortar Fisherman
Zap
Tornado Bats Mortar Giant Skeleton Fisherman Magic Archer
Mortar
Bats Zap Tornado
Tornado
Zap Magic Archer Mortar Giant Skeleton
Giant Skeleton
Bats Zap Tornado Fisherman Magic Archer
Fisherman
Bats Zap Giant Skeleton
Magic Archer
Tornado Zap Giant Skeleton

Defense Synergies 2 19

Skeletons
Fisherman Bats Zap Mortar Tornado Giant Skeleton Magic Archer
Bats
Skeletons Zap Mortar Giant Skeleton Fisherman
Zap
Skeletons Bats Mortar Tornado Giant Skeleton Fisherman Magic Archer
Mortar
Skeletons Bats Zap Tornado
Tornado
Magic Archer Skeletons Zap Mortar Giant Skeleton
Giant Skeleton
Skeletons Bats Zap Tornado Magic Archer
Fisherman
Skeletons Bats Zap Magic Archer
Magic Archer
Tornado Skeletons Zap Giant Skeleton Fisherman

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 Mortar Magic Archer
Skeletons Bats Zap Mortar Fisherman
Mortar Tornado Fisherman Skeletons Bats Giant Skeleton
Skeletons Bats Mortar Fisherman
Tornado Giant Skeleton
Tornado Skeletons Bats Zap Magic Archer
Bats Tornado Zap Mortar Magic Archer
Zap Giant Skeleton Magic Archer
Skeletons Mortar Tornado Fisherman
Tornado Skeletons Giant Skeleton Fisherman
Bats Skeletons Zap Tornado Giant Skeleton Fisherman Magic Archer
Bats Zap Tornado Magic Archer
Mortar Skeletons Bats Zap Giant Skeleton
Bats Zap Mortar Tornado Magic Archer
Mortar
Tornado Zap Mortar Fisherman
Skeletons Bats Mortar Tornado Fisherman
Mortar Bats Zap Tornado Fisherman Magic Archer
Zap Mortar Tornado Bats Giant Skeleton Fisherman Magic Archer
Mortar Tornado Fisherman
Bats Giant Skeleton Fisherman

Counters to secondary win conditions

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

Skeletons Zap Giant Skeleton Fisherman
Zap Mortar Fisherman Magic Archer
Giant Skeleton Skeletons Bats Zap Fisherman
Giant Skeleton Bats Zap Tornado Fisherman
Giant Skeleton Skeletons Fisherman
Skeletons Bats Zap Tornado Magic Archer
Skeletons Bats Giant Skeleton
Giant Skeleton Fisherman
Zap Giant Skeleton Skeletons Bats Mortar Tornado Magic Archer
Skeletons
Bats Giant Skeleton
Zap Tornado Giant Skeleton
Giant Skeleton Skeletons
Magic Archer
Skeletons Bats Zap Mortar Tornado Giant Skeleton Fisherman Magic Archer
Bats Zap Giant Skeleton Magic Archer

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.)

Magic Archer Mortar Giant Skeleton
Mortar Zap Tornado Fisherman Magic Archer
Giant Skeleton Magic Archer
Giant Skeleton
Zap Mortar Magic Archer
Bats Zap Tornado Magic Archer
Mortar Tornado Magic Archer
Zap Tornado Magic Archer
Zap Mortar Tornado Fisherman
Bats Tornado Fisherman
Zap Mortar Tornado Fisherman Magic Archer
Zap Tornado Magic Archer
Mortar Fisherman Magic Archer
Mortar Fisherman Magic Archer
Zap Mortar Fisherman Magic Archer
Zap Mortar Magic Archer
Magic Archer Mortar
Mortar Tornado
Bats Fisherman
Zap Mortar Fisherman Magic Archer
Zap Mortar Tornado Magic Archer
Giant Skeleton Magic Archer
Tornado
Tornado Fisherman
Zap Mortar
Zap Tornado Mortar Magic Archer
Fisherman
Mortar Zap Tornado Fisherman Magic Archer
Zap Mortar Tornado Fisherman Magic Archer
Zap Mortar Tornado Fisherman Magic Archer
Bats Zap Tornado Magic Archer
Zap Bats
Zap Mortar Magic Archer
Zap Magic Archer
Giant Skeleton
Magic Archer
Zap Bats Magic Archer
Zap Tornado Magic Archer
Magic Archer
Zap Mortar Magic Archer
Zap Tornado Giant Skeleton
Zap Bats Tornado Giant Skeleton Magic Archer
Bats Zap Tornado Magic Archer
Zap Mortar Tornado Giant Skeleton Magic Archer

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