My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Wizard Magic Archer

Defensive buildings

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

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 Electro Wizard Magic Archer Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Zap Earthquake

Punishments

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

Royal Hogs Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Royal Hogs Magic Archer 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 Hogs Electro Wizard Magic Archer

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 Hogs
Giant Snowball
Bats Royal Hogs
Zap
Bats Royal Hogs
Barbarian Barrel
Bomb Tower Royal Hogs Electro Wizard Magic Archer
The Log
Royal Hogs
Earthquake
Bomb Tower Royal Hogs
Arrows
Bats Royal Hogs
Royal Delivery
Bats Royal Hogs Electro Wizard Magic Archer
Fireball
Bomb Tower Royal Hogs Electro Wizard Magic Archer
Poison
Bats Bomb Tower Royal Hogs Electro Wizard Magic Archer
Lightning
Bomb Tower Electro Wizard Magic Archer
Rocket
Bomb Tower Royal Hogs Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Bomb Tower Magic Archer 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 Mega Knight

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Earthquake Bomb Tower Electro Wizard Magic Archer Royal Hogs Mega Knight

Shortest cycle

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

11 Bats Zap Earthquake Bomb Tower

Attack Synergies 4 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
Mega Knight Zap Royal Hogs
Zap
Earthquake Electro Wizard Bats Royal Hogs Magic Archer Mega Knight
Earthquake
Zap Royal Hogs Mega Knight
Bomb Tower
Royal Hogs
Earthquake Bats Zap Electro Wizard Magic Archer Mega Knight
Electro Wizard
Zap Royal Hogs Magic Archer Mega Knight
Magic Archer
Zap Royal Hogs Electro Wizard Mega Knight
Mega Knight
Bats Zap Earthquake Royal Hogs Electro Wizard Magic Archer

Defense Synergies 3 14

Bats
Zap Earthquake Bomb Tower Electro Wizard Mega Knight
Zap
Bomb Tower Electro Wizard Mega Knight Bats Earthquake Magic Archer
Earthquake
Bats Zap Bomb Tower Mega Knight
Bomb Tower
Zap Bats Earthquake Electro Wizard Magic Archer
Royal Hogs
Electro Wizard
Zap Bats Bomb Tower Magic Archer Mega Knight
Magic Archer
Zap Bomb Tower Electro Wizard Mega Knight
Mega Knight
Zap Bats Earthquake Electro Wizard Magic Archer

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.

Earthquake Zap Electro Wizard Magic Archer
Bomb Tower Bats Zap Electro Wizard Mega Knight
Bomb Tower Mega Knight Bats Electro Wizard
Bomb Tower Bats Electro Wizard Mega Knight
Earthquake Bomb Tower Mega Knight
Bats Zap Earthquake Bomb Tower Electro Wizard Magic Archer Mega Knight
Bats Electro Wizard Zap Bomb Tower Magic Archer
Earthquake Zap Bomb Tower Electro Wizard Magic Archer Mega Knight
Bomb Tower
Electro Wizard Mega Knight
Bats Electro Wizard Zap Earthquake Bomb Tower Magic Archer Mega Knight
Bats Zap Electro Wizard Magic Archer
Bomb Tower Mega Knight Bats Zap Earthquake Electro Wizard
Bomb Tower Mega Knight Bats Zap Earthquake Electro Wizard Magic Archer
Bomb Tower Electro Wizard Mega Knight
Bomb Tower Zap Electro Wizard Mega Knight
Bomb Tower Mega Knight Bats Electro Wizard
Bomb Tower Mega Knight Bats Zap Electro Wizard Magic Archer
Zap Earthquake Bomb Tower Bats Electro Wizard Magic Archer Mega Knight
Bomb Tower Electro Wizard
Mega Knight Bats Earthquake Bomb Tower Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Electro Wizard
Electro Wizard Zap Bomb Tower Magic Archer Mega Knight
Mega Knight Bats Zap Bomb Tower Electro Wizard
Mega Knight Bats Zap Electro Wizard
Mega Knight
Bats Zap Bomb Tower Electro Wizard Magic Archer
Bats Bomb Tower Electro Wizard
Mega Knight Bomb Tower
Zap Electro Wizard Mega Knight Bats Bomb Tower Magic Archer
Mega Knight Bats Bomb Tower
Mega Knight Zap Electro Wizard
Mega Knight Bomb Tower
Bomb Tower Magic Archer Mega Knight
Electro Wizard Bats Zap Bomb Tower Magic Archer
Bats Mega Knight Zap Earthquake Bomb Tower Electro Wizard Magic Archer

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.)

Earthquake Magic Archer
Zap Electro Wizard Magic Archer
Earthquake Magic Archer
Earthquake
Zap Earthquake Magic Archer Mega Knight
Bats Zap Magic Archer
Earthquake Magic Archer
Earthquake Zap Magic Archer
Zap
Bats Electro Wizard
Zap Earthquake Electro Wizard Magic Archer
Zap Magic Archer
Earthquake Magic Archer
Earthquake Magic Archer
Earthquake Zap Magic Archer
Earthquake Zap Magic Archer
Earthquake Magic Archer Mega Knight
Earthquake
Bats
Zap Earthquake Electro Wizard Magic Archer Mega Knight
Zap Earthquake Magic Archer Mega Knight
Earthquake Magic Archer Mega Knight
Earthquake Zap
Zap Earthquake Magic Archer Mega Knight
Zap Earthquake Electro Wizard Magic Archer
Zap Magic Archer Mega Knight
Zap Magic Archer
Bats Zap Electro Wizard Magic Archer
Zap Electro Wizard Bats
Zap Earthquake Magic Archer Mega Knight
Zap Electro Wizard Magic Archer
Mega Knight
Earthquake Magic Archer
Zap Earthquake Electro Wizard Bats Magic Archer
Zap Electro Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight
Zap Earthquake Magic Archer
Zap
Mega Knight
Zap Bats Electro Wizard Magic Archer
Bats Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer Mega Knight

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