My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Rascals

Defensive buildings

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

Mortar Bomb 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 Archers Rascals

Offensive cards

Win conditions

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

Mortar

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.

Mortar

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.

Mortar Rascals

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 Archers Skeleton Army
Giant Snowball
Bats Archers Skeleton Army
Zap
Bats Archers Mortar Skeleton Army
Barbarian Barrel
Archers Mortar Rascals Bomb Tower Skeleton Army
The Log
Archers Rascals Skeleton Army
Earthquake
Archers Mortar Bomb Tower Skeleton Army
Arrows
Bats Archers Rascals Skeleton Army
Royal Delivery
Bats Archers Rascals Skeleton Army
Fireball
Archers Mortar Rascals Bomb Tower Skeleton Army
Poison
Bats Archers Mortar Rascals Bomb Tower Skeleton Army
Lightning
Mortar Bomb Tower
Rocket
Mortar Rascals Bomb 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 Mortar Fireball Bomb Tower

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

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Skeleton Army Mortar Fireball Bomb Tower Rascals

Shortest cycle

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

10 Bats Zap Archers Skeleton Army

Attack Synergies 1 7

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
Zap Mortar Rascals
Zap
Fireball Bats Archers Mortar
Archers
Zap Mortar
Mortar
Bats Zap Archers Fireball
Rascals
Bats
Fireball
Zap Mortar
Bomb Tower
Skeleton Army

Defense Synergies 2 16

Bats
Zap Mortar Rascals Bomb Tower
Zap
Fireball Bomb Tower Bats Archers Mortar Rascals Skeleton Army
Archers
Zap Mortar Rascals Bomb Tower Skeleton Army
Mortar
Bats Zap Archers Fireball Skeleton Army
Rascals
Bats Zap Archers
Fireball
Zap Mortar Bomb Tower
Bomb Tower
Zap Bats Archers Fireball Skeleton Army
Skeleton Army
Zap Archers Mortar Bomb Tower

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 Mortar Fireball
Bomb Tower Skeleton Army Bats Zap Mortar Rascals
Mortar Bomb Tower Skeleton Army Bats Archers Rascals
Bomb Tower Skeleton Army Bats Mortar Rascals
Fireball Bomb Tower Skeleton Army
Fireball Skeleton Army Bats Zap Archers Rascals Bomb Tower
Bats Zap Archers Mortar Rascals Fireball Bomb Tower
Zap Rascals Fireball Bomb Tower
Mortar Rascals Bomb Tower Skeleton Army
Skeleton Army Archers Rascals
Bats Archers Skeleton Army Zap Rascals Fireball Bomb Tower
Bats Zap Archers Rascals Fireball
Mortar Bomb Tower Skeleton Army Bats Zap Rascals Fireball
Fireball Bomb Tower Skeleton Army Bats Zap Mortar Rascals
Skeleton Army Mortar Rascals Bomb Tower
Bomb Tower Skeleton Army Zap Mortar Rascals Fireball
Bomb Tower Bats Mortar Rascals Fireball Skeleton Army
Mortar Fireball Bomb Tower Bats Zap Archers Rascals Skeleton Army
Zap Mortar Bomb Tower Bats Archers Rascals Fireball
Mortar Bomb Tower
Rascals Skeleton Army Bats Archers Fireball Bomb Tower

Counters to secondary win conditions

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

Rascals Skeleton Army Zap Archers Fireball
Fireball Zap Archers Mortar Bomb Tower
Skeleton Army Bats Zap Rascals Bomb Tower
Skeleton Army Bats Zap Rascals Fireball
Rascals Skeleton Army
Fireball Bats Zap Archers Rascals Bomb Tower
Rascals Skeleton Army Bats Archers Fireball Bomb Tower
Rascals Bomb Tower Skeleton Army
Zap Bats Mortar Fireball Bomb Tower Skeleton Army
Skeleton Army
Bats Rascals Bomb Tower
Skeleton Army Zap Fireball
Rascals Skeleton Army Fireball Bomb Tower
Archers Rascals Fireball Bomb Tower Skeleton Army
Rascals Skeleton Army Bats Zap Archers Mortar Fireball Bomb Tower
Bats Zap Archers Rascals Fireball Bomb Tower

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 Mortar Rascals
Mortar Fireball Zap
Fireball
Rascals Fireball
Fireball Zap Mortar
Fireball Bats Zap
Archers Mortar
Fireball Zap
Fireball Zap Mortar
Bats Fireball
Zap Mortar Fireball
Fireball Zap Archers
Mortar Fireball
Mortar Fireball
Zap Mortar Fireball
Zap Mortar Fireball
Mortar Fireball
Mortar Fireball
Bats
Zap Archers Mortar Fireball
Zap Mortar Fireball
Fireball
Fireball
Zap Mortar Fireball
Zap Mortar Fireball
Mortar Fireball Zap
Fireball Zap Mortar
Fireball Zap Mortar
Bats Zap Archers Fireball
Zap Bats Fireball
Fireball
Zap Mortar Fireball
Zap Fireball
Fireball
Zap Bats Archers Fireball Skeleton Army
Fireball Zap Archers
Fireball
Fireball Rascals
Zap Mortar Fireball
Zap Fireball
Zap Bats Rascals Fireball
Bats Zap Fireball
Zap Mortar Fireball

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