My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Bats Knight Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Fireball

Punishments

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

Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Hog Rider

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.

Hog Rider Electro Wizard

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 Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Inferno Tower Skeleton Army
Barbarian Barrel
Knight Inferno Tower Skeleton Army Electro Wizard
The Log
Hog Rider Skeleton Army
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Knight Hog Rider Skeleton Army Electro Wizard
Fireball
Hog Rider Inferno Tower Skeleton Army Electro Wizard
Poison
Bats Inferno Tower Skeleton Army Electro Wizard
Lightning
Knight Inferno Tower Electro Wizard
Rocket
Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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 Knight Inferno Tower Skeleton Army

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.

Fireball 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.

Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Knight Skeleton Army Fireball Hog Rider Electro Wizard Inferno Tower

Shortest cycle

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

10 Bats Zap Knight Skeleton Army

Attack Synergies 7 6

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
Knight Hog Rider Zap
Zap
Fireball Hog Rider Electro Wizard Bats Knight
Knight
Bats Hog Rider Zap Fireball Electro Wizard
Fireball
Zap Hog Rider Knight Electro Wizard
Hog Rider
Bats Zap Knight Fireball Electro Wizard
Inferno Tower
Skeleton Army
Electro Wizard
Zap Knight Fireball Hog Rider

Defense Synergies 7 11

Bats
Knight Zap Inferno Tower Electro Wizard
Zap
Fireball Electro Wizard Bats Knight Inferno Tower Skeleton Army
Knight
Bats Inferno Tower Electro Wizard Zap Fireball Skeleton Army
Fireball
Zap Knight Inferno Tower Electro Wizard
Hog Rider
Inferno Tower
Knight Skeleton Army Electro Wizard Bats Zap Fireball
Skeleton Army
Inferno Tower Zap Knight Electro Wizard
Electro Wizard
Zap Knight Inferno Tower Bats Fireball 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 Knight Fireball Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Bats Zap Knight Electro Wizard
Inferno Tower Skeleton Army Bats Knight Electro Wizard
Inferno Tower Skeleton Army Bats Knight Electro Wizard
Fireball Skeleton Army
Fireball Skeleton Army Bats Zap Electro Wizard
Bats Inferno Tower Electro Wizard Zap Fireball
Zap Fireball Inferno Tower Electro Wizard
Inferno Tower Skeleton Army
Knight Skeleton Army Inferno Tower Electro Wizard
Bats Skeleton Army Electro Wizard Zap Knight Fireball
Inferno Tower Bats Zap Fireball Electro Wizard
Inferno Tower Skeleton Army Bats Zap Knight Fireball Electro Wizard
Fireball Skeleton Army Bats Zap Electro Wizard
Inferno Tower Skeleton Army Knight Electro Wizard
Inferno Tower Skeleton Army Zap Fireball Electro Wizard
Bats Knight Fireball Inferno Tower Skeleton Army Electro Wizard
Fireball Bats Zap Knight Skeleton Army Electro Wizard
Zap Bats Knight Fireball Electro Wizard
Inferno Tower Electro Wizard
Skeleton Army Bats Knight Fireball Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Zap Fireball Inferno Tower Electro Wizard
Fireball Electro Wizard Zap Knight
Skeleton Army Bats Zap Knight Inferno Tower Electro Wizard
Skeleton Army Bats Zap Knight Fireball Inferno Tower Electro Wizard
Inferno Tower Knight Skeleton Army
Fireball Bats Zap Electro Wizard
Skeleton Army Bats Knight Fireball Inferno Tower Electro Wizard
Inferno Tower Knight Skeleton Army
Zap Electro Wizard Bats Knight Fireball Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Bats Knight Inferno Tower
Skeleton Army Zap Fireball Electro Wizard
Skeleton Army Knight Fireball Inferno Tower
Fireball Skeleton Army
Inferno Tower Skeleton Army Electro Wizard Bats Zap Knight Fireball
Bats Zap Fireball Inferno Tower Electro Wizard

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.)

Fireball Knight
Fireball Zap Electro Wizard
Fireball
Knight Fireball
Fireball Zap
Fireball Bats Zap
Fireball Zap
Fireball Zap
Bats Fireball Electro Wizard
Zap Knight Fireball Electro Wizard
Fireball Zap
Knight Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Bats
Zap Fireball Electro Wizard
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball Zap Electro Wizard
Fireball Zap
Fireball Zap
Bats Zap Fireball Electro Wizard
Zap Electro Wizard Bats Fireball
Fireball
Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Bats Fireball Skeleton Army
Fireball Zap Electro Wizard
Fireball
Fireball Knight Electro Wizard
Zap Fireball
Zap Fireball
Zap Bats Fireball Electro Wizard
Bats Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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