My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Giant Skeleton Electro Wizard Sparky

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.

Zap Tornado

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Sparky

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 Tornado Giant Skeleton Sparky

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Skeleton Army Tornado Electro Wizard Graveyard Giant Skeleton Sparky

Shortest cycle

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

10 Bats Zap Skeleton Army Tornado

Attack Synergies 7 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
Giant Skeleton Zap Graveyard Sparky
Zap
Tornado Electro Wizard Graveyard Sparky Bats Giant Skeleton
Skeleton Army
Sparky
Tornado
Zap Sparky Giant Skeleton Graveyard
Giant Skeleton
Bats Zap Tornado Electro Wizard Graveyard Sparky
Electro Wizard
Zap Graveyard Giant Skeleton Sparky
Graveyard
Zap Electro Wizard Bats Tornado Giant Skeleton Sparky
Sparky
Zap Tornado Bats Skeleton Army Giant Skeleton Electro Wizard Graveyard

Defense Synergies 2 15

Bats
Zap Giant Skeleton Electro Wizard Sparky
Zap
Electro Wizard Bats Skeleton Army Tornado Giant Skeleton Sparky
Skeleton Army
Zap Giant Skeleton Electro Wizard Sparky
Tornado
Sparky Zap Giant Skeleton Electro Wizard Sparky
Giant Skeleton
Bats Zap Skeleton Army Tornado Electro Wizard
Electro Wizard
Zap Bats Skeleton Army Tornado Giant Skeleton
Graveyard
Sparky
Tornado Bats Zap Skeleton Army Tornado

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 Electro Wizard Sparky
Skeleton Army Sparky Bats Zap Electro Wizard
Skeleton Army Tornado Sparky Bats Giant Skeleton Electro Wizard
Skeleton Army Sparky Bats Electro Wizard
Skeleton Army Tornado Giant Skeleton Sparky
Skeleton Army Tornado Bats Zap Electro Wizard
Bats Tornado Electro Wizard Zap
Zap Giant Skeleton Electro Wizard Sparky
Sparky Skeleton Army Tornado
Skeleton Army Tornado Giant Skeleton Electro Wizard Sparky
Bats Skeleton Army Electro Wizard Zap Tornado Giant Skeleton
Bats Zap Tornado Electro Wizard
Skeleton Army Sparky Bats Zap Giant Skeleton Electro Wizard
Skeleton Army Sparky Bats Zap Tornado Electro Wizard
Skeleton Army Sparky Electro Wizard
Skeleton Army Tornado Zap Electro Wizard Sparky
Sparky Bats Skeleton Army Tornado Electro Wizard
Bats Zap Skeleton Army Tornado Electro Wizard
Zap Tornado Bats Giant Skeleton Electro Wizard
Sparky Tornado Electro Wizard
Skeleton Army Bats Giant Skeleton Electro Wizard Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Giant Skeleton Electro Wizard Sparky
Electro Wizard Zap
Skeleton Army Giant Skeleton Bats Zap Electro Wizard Sparky
Skeleton Army Giant Skeleton Bats Zap Tornado Electro Wizard Sparky
Giant Skeleton Skeleton Army Sparky
Bats Zap Tornado Electro Wizard
Skeleton Army Sparky Bats Giant Skeleton Electro Wizard
Giant Skeleton Skeleton Army Sparky
Zap Giant Skeleton Electro Wizard Bats Skeleton Army Tornado Sparky
Skeleton Army Sparky
Bats Giant Skeleton Sparky
Skeleton Army Zap Tornado Giant Skeleton Electro Wizard
Skeleton Army Giant Skeleton Sparky
Skeleton Army Sparky
Skeleton Army Electro Wizard Sparky Bats Zap Tornado Giant Skeleton
Bats Zap Giant Skeleton Electro Wizard Sparky

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.)

Giant Skeleton Sparky
Zap Tornado Electro Wizard
Giant Skeleton Sparky
Giant Skeleton Sparky
Zap Sparky
Bats Zap Tornado
Tornado Sparky
Zap Tornado
Zap Tornado
Bats Tornado Electro Wizard Sparky
Zap Tornado Electro Wizard Sparky
Zap Tornado
Sparky
Zap Sparky
Zap Sparky
Sparky
Tornado Sparky
Bats Sparky
Zap Electro Wizard Sparky
Zap Tornado
Giant Skeleton Sparky
Tornado
Tornado Sparky
Zap
Zap Tornado Sparky
Zap Tornado Electro Wizard Sparky
Zap Tornado Sparky
Zap Tornado Sparky
Bats Zap Tornado Electro Wizard Sparky
Zap Electro Wizard Bats
Sparky
Zap Sparky
Zap Electro Wizard Sparky
Giant Skeleton Sparky
Sparky
Zap Electro Wizard Bats Skeleton Army
Zap Tornado Electro Wizard
Electro Wizard Sparky
Zap
Zap Tornado Giant Skeleton Sparky
Sparky
Zap Bats Tornado Giant Skeleton Electro Wizard Sparky
Bats Zap Tornado Electro Wizard
Zap Tornado Giant Skeleton Electro Wizard Sparky

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