My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats 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 Royal Giant Wizard Prince Royal Ghost Mega Knight

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 Rage

Punishments

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

Royal Giant Prince Royal Ghost Mega Knight

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.

Royal Giant Prince Royal Ghost 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.

Royal Ghost

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 Prince
Giant Snowball
Bats
Zap
Bats Royal Giant Prince
Barbarian Barrel
Wizard Royal Ghost
The Log
Royal Giant Prince
Earthquake
Arrows
Bats
Royal Delivery
Bats Wizard Prince Royal Ghost
Fireball
Wizard
Poison
Bats Wizard
Lightning
Wizard Prince
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Royal Ghost Mega Knight

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 Rage Prince Royal Ghost 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.

Royal Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Royal Ghost Wizard Prince Royal Giant Mega Knight

Shortest cycle

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

9 Bats Zap Rage Royal Ghost

Attack Synergies 4 15

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
Royal Giant Mega Knight Zap Rage Prince
Zap
Prince Bats Royal Giant Royal Ghost Mega Knight
Royal Giant
Bats Zap Wizard Royal Ghost
Wizard
Royal Giant Rage Prince Royal Ghost Mega Knight
Rage
Bats Wizard Prince
Prince
Zap Mega Knight Bats Wizard Rage Royal Ghost
Royal Ghost
Zap Royal Giant Wizard Prince Mega Knight
Mega Knight
Bats Prince Zap Wizard Royal Ghost

Defense Synergies 1 9

Bats
Zap Prince Mega Knight
Zap
Mega Knight Bats Prince Royal Ghost
Royal Giant
Wizard
Prince Royal Ghost Mega Knight
Rage
Prince
Bats Zap Wizard
Royal Ghost
Zap Wizard Mega Knight
Mega Knight
Zap Bats Wizard Royal Ghost

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 Wizard
Bats Zap Prince Mega Knight
Prince Mega Knight Bats
Prince Bats Mega Knight
Prince Mega Knight
Bats Zap Royal Ghost Mega Knight
Bats Zap Wizard
Zap Mega Knight
Prince
Prince Royal Ghost Mega Knight
Bats Zap Wizard Royal Ghost Mega Knight
Bats Zap Wizard
Prince Mega Knight Bats Zap Wizard
Wizard Mega Knight Bats Zap Prince Royal Ghost
Prince Mega Knight
Zap Prince Mega Knight
Wizard Mega Knight Bats Prince
Mega Knight Bats Zap Wizard Prince Royal Ghost
Zap Wizard Bats Royal Ghost Mega Knight
Prince
Wizard Royal Ghost Mega Knight Bats Prince

Counters to secondary win conditions

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

Mega Knight Zap Prince Royal Ghost
Zap Wizard Prince Royal Ghost Mega Knight
Mega Knight Bats Zap Prince
Prince Mega Knight Bats Zap
Prince Mega Knight
Wizard Bats Zap
Prince Bats
Mega Knight Prince
Zap Mega Knight Bats Prince
Mega Knight Bats Prince
Mega Knight Zap Prince
Prince Mega Knight Wizard
Wizard Mega Knight
Bats Zap Prince
Bats Mega Knight Zap Wizard Royal Ghost

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.)

Royal Ghost
Zap Royal Ghost
Prince
Wizard Zap Mega Knight
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats Prince
Zap Wizard Prince
Zap Wizard
Zap Prince
Zap Wizard
Wizard Mega Knight
Bats
Zap Wizard Prince Mega Knight
Zap Wizard Mega Knight
Prince Mega Knight
Wizard
Prince
Zap
Zap Wizard Mega Knight
Zap Wizard Royal Ghost
Zap Wizard Prince Mega Knight
Zap
Bats Zap Wizard
Zap Bats Wizard
Zap Wizard Mega Knight
Zap
Prince Mega Knight
Wizard
Zap Bats Prince
Zap Wizard
Wizard Prince Mega Knight
Zap Wizard
Zap
Prince Mega Knight
Zap Bats
Bats Zap
Zap Prince Royal Ghost Mega Knight

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