My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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

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.

Skeletons Bats Knight Royal Giant Royal Recruits Lumberjack

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Giant Snowball

Punishments

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

Royal Giant Royal Recruits Lumberjack

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.

Knight Royal Giant Royal Recruits Lumberjack

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.

Lumberjack

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 Royal Giant Royal Recruits
Giant Snowball
Skeletons Bats Royal Recruits Lumberjack
Zap
Skeletons Bats Royal Giant
Barbarian Barrel
Skeletons Knight Royal Recruits Lumberjack
The Log
Skeletons Royal Giant Royal Recruits Lumberjack
Earthquake
Skeletons
Arrows
Skeletons Bats Royal Recruits
Royal Delivery
Skeletons Bats Knight Royal Recruits Lumberjack
Fireball
Lumberjack
Poison
Bats Royal Recruits
Lightning
Knight Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Giant Snowball

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 Royal Recruits

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

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.

Skeletons Bats Zap Giant Snowball Knight Lumberjack Royal Giant Royal Recruits

Shortest cycle

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

7 Skeletons Bats Zap Giant Snowball

Attack Synergies 2 14

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
Knight Royal Giant Zap Royal Recruits Lumberjack
Zap
Bats Giant Snowball Knight Royal Giant Royal Recruits Lumberjack
Giant Snowball
Zap Knight Royal Giant Lumberjack
Knight
Bats Zap Giant Snowball Lumberjack
Royal Giant
Bats Zap Giant Snowball Lumberjack
Royal Recruits
Bats Zap Lumberjack
Lumberjack
Bats Zap Giant Snowball Knight Royal Giant Royal Recruits

Defense Synergies 1 16

Skeletons
Bats Zap Giant Snowball Knight Lumberjack
Bats
Knight Skeletons Zap Giant Snowball Royal Recruits Lumberjack
Zap
Skeletons Bats Giant Snowball Knight Lumberjack
Giant Snowball
Skeletons Bats Zap Knight Royal Recruits Lumberjack
Knight
Bats Skeletons Zap Giant Snowball Lumberjack
Royal Giant
Royal Recruits
Bats Giant Snowball
Lumberjack
Skeletons Bats Zap Giant Snowball Knight

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 Knight Royal Recruits
Lumberjack Skeletons Bats Zap Knight Royal Recruits
Lumberjack Skeletons Bats Giant Snowball Knight Royal Recruits
Royal Recruits Lumberjack Skeletons Bats Knight
Royal Recruits Lumberjack
Skeletons Bats Zap Giant Snowball Lumberjack
Bats Giant Snowball Zap
Zap Royal Recruits
Skeletons Royal Recruits Lumberjack
Knight Skeletons Giant Snowball Royal Recruits Lumberjack
Bats Skeletons Zap Giant Snowball Knight Royal Recruits Lumberjack
Bats Zap Giant Snowball
Royal Recruits Lumberjack Skeletons Bats Zap Giant Snowball Knight
Bats Zap Giant Snowball Royal Recruits Lumberjack
Royal Recruits Knight Lumberjack
Zap Giant Snowball Royal Recruits Lumberjack
Skeletons Bats Knight Royal Recruits Lumberjack
Bats Zap Giant Snowball Knight Royal Recruits Lumberjack
Zap Giant Snowball Bats Knight Royal Recruits Lumberjack
Royal Recruits Lumberjack
Royal Recruits Bats Giant Snowball Knight Lumberjack

Counters to secondary win conditions

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

Knight Royal Recruits Lumberjack Skeletons Zap Giant Snowball
Zap Giant Snowball Knight Lumberjack
Royal Recruits Lumberjack Skeletons Bats Zap Knight
Royal Recruits Lumberjack Bats Zap Knight
Royal Recruits Skeletons Knight Lumberjack
Skeletons Bats Zap Giant Snowball
Royal Recruits Skeletons Bats Knight Lumberjack
Knight Royal Recruits Lumberjack
Zap Royal Recruits Skeletons Bats Giant Snowball Knight
Royal Recruits Skeletons
Bats Knight Royal Recruits Lumberjack
Royal Recruits Zap Giant Snowball
Royal Recruits Skeletons Knight Lumberjack
Royal Recruits
Royal Recruits Skeletons Bats Zap Knight Lumberjack
Bats Zap Giant Snowball Royal Recruits

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 Royal Recruits
Zap Giant Snowball
Knight Royal Recruits
Zap Giant Snowball
Bats Zap Giant Snowball
Zap Giant Snowball
Zap Giant Snowball
Bats Giant Snowball Lumberjack
Zap Knight Royal Recruits
Zap Giant Snowball
Giant Snowball Knight
Zap Giant Snowball
Zap Giant Snowball
Royal Recruits
Giant Snowball
Bats
Zap Giant Snowball
Zap Giant Snowball
Giant Snowball
Zap Giant Snowball Royal Recruits
Zap Giant Snowball
Zap Giant Snowball
Zap Giant Snowball
Zap
Bats Zap Giant Snowball
Zap Bats Giant Snowball
Giant Snowball
Zap Giant Snowball
Zap Giant Snowball
Giant Snowball
Zap Bats Royal Recruits
Zap Giant Snowball
Knight Lumberjack
Zap Giant Snowball
Zap Giant Snowball
Royal Recruits
Zap Bats Giant Snowball Royal Recruits
Bats Zap Giant Snowball
Zap Giant Snowball Royal Recruits

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