My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 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 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.

Fire Spirit Bats Tesla Wizard

Defensive buildings

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

Tesla

Investments

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

Bats Tesla Royal Giant Wizard Giant Skeleton

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

Punishments

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

Royal Giant Elite Barbarians

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.

Fire Spirit Royal Giant Elite Barbarians 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.

Elite Barbarians Giant Skeleton

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 Giant Skeleton
Giant Snowball
Fire Spirit Bats
Zap
Fire Spirit Bats Royal Giant
Barbarian Barrel
Fire Spirit Tesla Elite Barbarians Wizard Giant Skeleton
The Log
Fire Spirit Royal Giant Elite Barbarians Giant Skeleton
Earthquake
Tesla
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Elite Barbarians Wizard Giant Skeleton
Fireball
Tesla Elite Barbarians Wizard
Poison
Bats Wizard
Lightning
Tesla Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard

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.

Fire Spirit Bats 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.

Royal Giant Elite Barbarians

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.

Fire Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Tesla Wizard Royal Giant Elite Barbarians Giant Skeleton

Shortest cycle

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

9 Fire Spirit Bats Zap Tesla

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.

Fire Spirit
Royal Giant Zap Elite Barbarians Giant Skeleton
Bats
Royal Giant Giant Skeleton Zap Elite Barbarians
Zap
Elite Barbarians Fire Spirit Bats Royal Giant Giant Skeleton
Tesla
Royal Giant
Fire Spirit Bats Zap Elite Barbarians Wizard Giant Skeleton
Elite Barbarians
Zap Fire Spirit Bats Royal Giant Wizard
Wizard
Royal Giant Elite Barbarians Giant Skeleton
Giant Skeleton
Bats Fire Spirit Zap Royal Giant Wizard

Defense Synergies 0 11

Fire Spirit
Zap Giant Skeleton
Bats
Zap Tesla Giant Skeleton
Zap
Fire Spirit Bats Tesla Elite Barbarians Giant Skeleton
Tesla
Bats Zap Wizard
Royal Giant
Elite Barbarians
Zap Wizard
Wizard
Tesla Elite Barbarians Giant Skeleton
Giant Skeleton
Fire Spirit Bats Zap 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 Tesla Wizard
Elite Barbarians Bats Zap Tesla
Tesla Fire Spirit Bats Elite Barbarians Giant Skeleton
Tesla Elite Barbarians Bats
Elite Barbarians Giant Skeleton
Fire Spirit Bats Zap Tesla
Bats Tesla Fire Spirit Zap Wizard
Zap Tesla Giant Skeleton
Tesla Elite Barbarians
Elite Barbarians Fire Spirit Tesla Giant Skeleton
Bats Zap Tesla Wizard Giant Skeleton
Tesla Bats Zap Wizard
Tesla Fire Spirit Bats Zap Elite Barbarians Wizard Giant Skeleton
Fire Spirit Wizard Bats Zap Tesla
Elite Barbarians Tesla
Zap Tesla Elite Barbarians
Tesla Wizard Bats Elite Barbarians
Fire Spirit Tesla Bats Zap Elite Barbarians Wizard
Zap Wizard Fire Spirit Bats Tesla Giant Skeleton
Tesla Elite Barbarians
Wizard Fire Spirit Bats Tesla Elite Barbarians Giant Skeleton

Counters to secondary win conditions

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

Zap Tesla Elite Barbarians Giant Skeleton
Zap Tesla Elite Barbarians Wizard
Giant Skeleton Bats Zap Elite Barbarians
Giant Skeleton Bats Zap Tesla Elite Barbarians
Giant Skeleton Tesla Elite Barbarians
Fire Spirit Wizard Bats Zap Tesla
Bats Tesla Elite Barbarians Giant Skeleton
Giant Skeleton Tesla Elite Barbarians
Zap Giant Skeleton Bats Elite Barbarians
Tesla
Bats Tesla Elite Barbarians Giant Skeleton
Zap Elite Barbarians Giant Skeleton
Elite Barbarians Giant Skeleton Tesla Wizard
Wizard Tesla
Tesla Elite Barbarians Bats Zap Giant Skeleton
Bats Zap Tesla Elite Barbarians Wizard Giant Skeleton

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
Zap
Giant Skeleton
Giant Skeleton
Wizard Fire Spirit Zap
Wizard Fire Spirit Bats Zap
Fire Spirit Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Bats Elite Barbarians
Zap Wizard
Fire Spirit Zap Wizard
Fire Spirit Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard
Bats
Fire Spirit Zap Wizard
Fire Spirit Zap Wizard
Giant Skeleton
Wizard
Zap
Zap Fire Spirit Wizard
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Fire Spirit Bats Zap Wizard
Zap Bats Wizard
Elite Barbarians
Zap Wizard
Zap
Giant Skeleton
Wizard
Zap Fire Spirit Bats
Fire Spirit Zap Wizard
Wizard
Zap Wizard
Zap Giant Skeleton
Elite Barbarians
Zap Bats Elite Barbarians Giant Skeleton
Bats Zap
Zap Giant Skeleton

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