My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker 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 Firecracker Giant Wizard Dark Prince Sparky

Offensive cards

Win conditions

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

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.

Giant Dark Prince

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.

Giant Dark Prince

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.

Firecracker Dark Prince

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard Dark Prince 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 Dark Prince 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

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

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 Firecracker Skeleton Army Dark Prince Giant Wizard Sparky

Shortest cycle

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

10 Bats Zap Firecracker Skeleton Army

Attack Synergies 6 13

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 Zap Firecracker Dark Prince Sparky
Zap
Firecracker Giant Sparky Bats Dark Prince
Firecracker
Zap Bats Giant Dark Prince Sparky
Giant
Bats Zap Dark Prince Sparky Firecracker Wizard
Wizard
Giant Dark Prince Sparky
Skeleton Army
Sparky
Dark Prince
Giant Bats Zap Firecracker Wizard Sparky
Sparky
Zap Giant Bats Firecracker Wizard Skeleton Army Dark Prince

Defense Synergies 0 13

Bats
Zap Firecracker Dark Prince Sparky
Zap
Bats Firecracker Skeleton Army Dark Prince Sparky
Firecracker
Bats Zap Skeleton Army Dark Prince
Giant
Wizard
Skeleton Army Dark Prince
Skeleton Army
Zap Firecracker Wizard Sparky
Dark Prince
Bats Zap Firecracker Wizard
Sparky
Bats Zap Skeleton Army

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 Firecracker Wizard Sparky
Skeleton Army Sparky Bats Zap Firecracker Dark Prince
Skeleton Army Sparky Bats Dark Prince
Skeleton Army Sparky Bats Firecracker Dark Prince
Firecracker Skeleton Army Dark Prince Sparky
Skeleton Army Bats Zap Firecracker Dark Prince
Bats Zap Firecracker Wizard
Zap Sparky
Sparky Skeleton Army
Skeleton Army Firecracker Dark Prince Sparky
Bats Skeleton Army Zap Firecracker Wizard Dark Prince
Bats Zap Firecracker Wizard
Skeleton Army Sparky Bats Zap Wizard Dark Prince
Wizard Skeleton Army Sparky Bats Zap Firecracker Dark Prince
Skeleton Army Sparky
Skeleton Army Zap Sparky
Wizard Sparky Bats Firecracker Skeleton Army Dark Prince
Bats Zap Firecracker Wizard Skeleton Army Dark Prince
Zap Wizard Bats Firecracker Dark Prince
Sparky
Wizard Skeleton Army Dark Prince Bats Firecracker Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Dark Prince Sparky
Zap Firecracker Wizard
Skeleton Army Bats Zap Dark Prince Sparky
Skeleton Army Dark Prince Bats Zap Sparky
Skeleton Army Dark Prince Sparky
Firecracker Wizard Bats Zap
Skeleton Army Dark Prince Sparky Bats
Skeleton Army Dark Prince Sparky
Zap Bats Firecracker Skeleton Army Dark Prince Sparky
Skeleton Army Sparky
Bats Dark Prince Sparky
Skeleton Army Zap Dark Prince
Skeleton Army Dark Prince Wizard Sparky
Wizard Firecracker Skeleton Army Sparky
Skeleton Army Sparky Bats Zap Firecracker Dark Prince
Bats Zap Firecracker Wizard Dark Prince 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.)

Firecracker Sparky
Firecracker Zap
Sparky
Firecracker Dark Prince Sparky
Wizard Zap Firecracker Dark Prince Sparky
Firecracker Wizard Bats Zap
Firecracker Wizard Sparky
Zap Firecracker Wizard
Zap Firecracker Wizard
Bats Sparky
Firecracker Zap Wizard Dark Prince Sparky
Zap Firecracker Wizard
Firecracker Sparky
Firecracker
Zap Firecracker Sparky
Zap Firecracker Wizard Sparky
Firecracker Wizard Sparky
Sparky
Bats Sparky
Zap Firecracker Wizard Dark Prince Sparky
Zap Firecracker Wizard
Sparky
Wizard
Sparky
Zap
Zap Firecracker Wizard Dark Prince Sparky
Firecracker Zap Wizard Sparky
Zap Wizard Sparky
Zap Firecracker Sparky
Bats Zap Firecracker Wizard Sparky
Zap Bats Firecracker Wizard
Sparky
Zap Wizard Sparky
Zap Firecracker Sparky
Sparky
Firecracker Wizard Sparky
Zap Bats Skeleton Army Dark Prince
Zap Firecracker Wizard
Firecracker Wizard Dark Prince Sparky
Zap Firecracker Wizard
Zap Sparky
Firecracker Dark Prince Sparky
Zap Bats Firecracker Sparky
Firecracker Bats Zap
Zap Firecracker Dark Prince Sparky

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