My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard Inferno Dragon

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 Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap The Log

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Mega Knight

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Mega Knight

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 Inferno Dragon Mega Knight

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.

Goblin Barrel 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.

Goblin Barrel 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 The Log Goblin Barrel Skeleton Army Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

9 Bats Zap The Log Goblin Barrel

Attack Synergies 3 9

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
Mega Knight Zap Goblin Barrel Inferno Dragon
Zap
Electro Wizard Bats The Log Mega Knight
Goblin Barrel
Bats Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
The Log
Zap Mega Knight
Electro Wizard
Zap Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Zap Goblin Barrel The Log Electro Wizard

Defense Synergies 2 17

Bats
Zap The Log Electro Wizard Inferno Dragon Mega Knight
Zap
Electro Wizard Mega Knight Bats Skeleton Army The Log Inferno Dragon
Goblin Barrel
Skeleton Army
Zap The Log Electro Wizard Inferno Dragon
The Log
Bats Zap Skeleton Army Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Zap Bats Skeleton Army The Log Inferno Dragon Mega Knight
Inferno Dragon
Bats Zap Skeleton Army The Log Electro Wizard Mega Knight
Mega Knight
Zap Bats The Log Electro Wizard Inferno Dragon

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 The Log Electro Wizard
Skeleton Army Inferno Dragon Bats Zap The Log Electro Wizard Mega Knight
Skeleton Army Mega Knight Bats Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Bats Electro Wizard Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Bats Zap Electro Wizard Mega Knight
Bats Electro Wizard Inferno Dragon Zap
Zap The Log Electro Wizard Mega Knight
Inferno Dragon Skeleton Army
Skeleton Army Electro Wizard Mega Knight
Bats Skeleton Army Electro Wizard Zap The Log Mega Knight
Inferno Dragon Bats Zap Electro Wizard
Skeleton Army Mega Knight Bats Zap The Log Electro Wizard
Skeleton Army Mega Knight Bats Zap The Log Electro Wizard
Skeleton Army Inferno Dragon Electro Wizard Mega Knight
Skeleton Army Zap The Log Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Skeleton Army Electro Wizard
Mega Knight Bats Zap Skeleton Army The Log Electro Wizard
Zap The Log Bats Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Skeleton Army Mega Knight Bats The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Electro Wizard
Electro Wizard Zap The Log Inferno Dragon Mega Knight
Skeleton Army Mega Knight Bats Zap The Log Electro Wizard
Skeleton Army Mega Knight Bats Zap The Log Electro Wizard
Skeleton Army Inferno Dragon Mega Knight
Bats Zap Electro Wizard
Skeleton Army Bats Electro Wizard
Mega Knight Skeleton Army Inferno Dragon
Zap Electro Wizard Mega Knight Bats Skeleton Army The Log Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bats
Skeleton Army Mega Knight Zap The Log Electro Wizard
Skeleton Army Mega Knight
Skeleton Army Mega Knight
Skeleton Army Electro Wizard Bats Zap The Log Inferno Dragon
Bats Mega Knight Zap The Log Electro Wizard Inferno Dragon

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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Zap The Log Mega Knight
Bats Zap
The Log
The Log Zap
The Log Zap
Bats Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap The Log
The Log Mega Knight
Bats
Zap The Log Electro Wizard Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Mega Knight
Inferno Dragon
The Log Zap Electro Wizard
Zap The Log Mega Knight
Zap The Log
Bats Zap Electro Wizard
Zap Electro Wizard Bats
Zap The Log Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Bats Skeleton Army
Zap Electro Wizard
The Log
Electro Wizard Mega Knight
The Log Zap
Zap
Mega Knight
Zap Bats The Log Electro Wizard
Bats Zap Electro Wizard
Zap The Log Electro Wizard Mega Knight

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