My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Mega Minion

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 Knight Mega Minion Sparky

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers

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.

Knight Wall Breakers

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 Wall Breakers Guards Clone Sparky
Giant Snowball
Bats Mega Minion Wall Breakers Guards Clone
Zap
Bats Wall Breakers Guards Clone Sparky
Barbarian Barrel
Knight Wall Breakers Guards Clone Sparky
The Log
Wall Breakers Guards Clone Sparky
Earthquake
Guards Clone
Arrows
Bats Wall Breakers Guards Clone
Royal Delivery
Bats Knight Mega Minion Wall Breakers Guards Clone Sparky
Fireball
Mega Minion Wall Breakers Clone Sparky
Poison
Bats Mega Minion Guards Clone Sparky
Lightning
Knight Mega Minion Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Sparky

Ladder info

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 Mega Minion Guards Clone Sparky

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Wall Breakers Knight Mega Minion Guards Clone Sparky

Shortest cycle

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

9 Bats Zap Wall Breakers Knight

Attack Synergies 5 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
Knight Zap Mega Minion Wall Breakers Clone Sparky
Zap
Mega Minion Sparky Bats Knight Wall Breakers Guards
Knight
Bats Mega Minion Wall Breakers Zap Sparky
Mega Minion
Zap Knight Bats Sparky
Wall Breakers
Knight Bats Zap
Guards
Zap Clone
Clone
Bats Guards Sparky
Sparky
Zap Bats Knight Mega Minion Clone

Defense Synergies 3 9

Bats
Knight Zap Sparky
Zap
Mega Minion Bats Knight Guards Sparky
Knight
Bats Mega Minion Zap Sparky
Mega Minion
Zap Knight Guards Sparky
Wall Breakers
Guards
Zap Mega Minion Sparky
Clone
Sparky
Bats Zap Knight Mega Minion Guards

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 Mega Minion Sparky
Sparky Bats Zap Knight Mega Minion
Sparky Bats Knight Mega Minion
Sparky Bats Knight Mega Minion Guards
Sparky
Bats Zap Mega Minion Guards
Bats Mega Minion Zap
Zap Sparky
Sparky
Knight Guards Sparky
Bats Guards Zap Knight Mega Minion
Mega Minion Bats Zap
Sparky Bats Zap Knight Guards
Sparky Bats Zap Mega Minion Guards
Sparky Knight
Zap Sparky
Sparky Bats Knight
Bats Zap Knight Mega Minion Guards
Zap Bats Knight Mega Minion Guards
Sparky
Bats Knight Guards Sparky

Counters to secondary win conditions

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

Knight Guards Zap Sparky
Zap Knight Mega Minion
Guards Bats Zap Knight Sparky
Guards Bats Zap Knight Sparky
Knight Guards Sparky
Bats Zap
Guards Sparky Bats Knight Mega Minion
Knight Sparky
Zap Bats Knight Mega Minion Sparky
Mega Minion Guards Sparky
Bats Knight Mega Minion Guards Sparky
Zap Guards
Knight Guards Sparky
Sparky
Guards Sparky Bats Zap Knight Mega Minion
Bats Zap Mega Minion 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.)

Knight Guards Sparky
Zap
Sparky
Knight Guards Sparky
Zap Sparky
Bats Zap Mega Minion
Sparky
Zap
Zap
Bats Guards Sparky
Zap Knight Sparky
Zap
Knight Sparky
Zap Sparky
Zap Sparky
Sparky
Sparky
Bats Sparky
Zap Mega Minion Sparky
Zap
Sparky
Sparky
Zap
Zap Sparky
Mega Minion
Zap Sparky
Zap Sparky
Zap Sparky
Bats Zap Sparky
Zap Bats Mega Minion Guards
Mega Minion Sparky
Zap Sparky
Zap Sparky
Sparky
Sparky
Zap Bats Guards
Zap Mega Minion
Knight Mega Minion Sparky
Zap
Zap Sparky
Mega Minion Sparky
Zap Bats Guards Sparky
Bats Zap
Zap Sparky

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