My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Royal Ghost Magic Archer

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 Wizard Electro 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 Wizard Golem Royal Ghost Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Golem

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.

Royal Ghost Lumberjack

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.

Golem Royal Ghost Lumberjack

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.

Golem Royal Ghost Electro Wizard Lumberjack

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

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

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 Golem Royal Ghost

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.

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.

Wizard 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 Skeleton Army Royal Ghost Electro Wizard Lumberjack Wizard Golem

Shortest cycle

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

10 Bats Zap Skeleton Army Royal Ghost

Attack Synergies 1 14

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 Golem Lumberjack
Zap
Electro Wizard Bats Golem Royal Ghost Lumberjack
Wizard
Golem Royal Ghost Lumberjack
Skeleton Army
Golem
Bats Zap Wizard Electro Wizard Lumberjack
Royal Ghost
Zap Wizard Electro Wizard Lumberjack
Electro Wizard
Zap Golem Royal Ghost Lumberjack
Lumberjack
Bats Zap Wizard Golem Royal Ghost Electro Wizard

Defense Synergies 1 14

Bats
Zap Electro Wizard Lumberjack
Zap
Electro Wizard Bats Skeleton Army Royal Ghost Lumberjack
Wizard
Skeleton Army Royal Ghost Electro Wizard Lumberjack
Skeleton Army
Zap Wizard Electro Wizard Lumberjack
Golem
Royal Ghost
Zap Wizard Electro Wizard
Electro Wizard
Zap Bats Wizard Skeleton Army Royal Ghost Lumberjack
Lumberjack
Bats Zap Wizard Skeleton Army Electro Wizard

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 Electro Wizard
Skeleton Army Lumberjack Bats Zap Electro Wizard
Skeleton Army Lumberjack Bats Electro Wizard
Skeleton Army Lumberjack Bats Electro Wizard
Skeleton Army Lumberjack
Skeleton Army Bats Zap Royal Ghost Electro Wizard Lumberjack
Bats Electro Wizard Zap Wizard
Zap Electro Wizard
Skeleton Army Lumberjack
Skeleton Army Royal Ghost Electro Wizard Lumberjack
Bats Skeleton Army Electro Wizard Zap Wizard Royal Ghost Lumberjack
Bats Zap Wizard Electro Wizard
Skeleton Army Lumberjack Bats Zap Wizard Electro Wizard
Wizard Skeleton Army Bats Zap Royal Ghost Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Zap Electro Wizard Lumberjack
Wizard Bats Skeleton Army Electro Wizard Lumberjack
Bats Zap Wizard Skeleton Army Royal Ghost Electro Wizard Lumberjack
Zap Wizard Bats Royal Ghost Electro Wizard Lumberjack
Electro Wizard Lumberjack
Wizard Skeleton Army Royal Ghost Bats Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zap Royal Ghost Electro Wizard
Electro Wizard Zap Wizard Royal Ghost Lumberjack
Skeleton Army Lumberjack Bats Zap Electro Wizard
Skeleton Army Lumberjack Bats Zap Electro Wizard
Skeleton Army Lumberjack
Wizard Bats Zap Electro Wizard
Skeleton Army Bats Electro Wizard Lumberjack
Skeleton Army Lumberjack
Zap Electro Wizard Bats Skeleton Army
Skeleton Army
Bats Lumberjack
Skeleton Army Zap Electro Wizard
Skeleton Army Wizard Lumberjack
Wizard Skeleton Army
Skeleton Army Electro Wizard Bats Zap Lumberjack
Bats Zap Wizard Royal Ghost Electro Wizard

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 Electro Wizard
Wizard Zap
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats Electro Wizard Lumberjack
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard
Wizard
Bats
Zap Wizard Electro Wizard
Zap Wizard
Wizard
Zap
Zap Wizard
Zap Wizard Royal Ghost Electro Wizard
Zap Wizard
Zap
Bats Zap Wizard Electro Wizard
Zap Electro Wizard Bats Wizard
Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Bats Skeleton Army
Zap Wizard Electro Wizard
Wizard Electro Wizard Lumberjack
Zap Wizard
Zap
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Royal Ghost Electro Wizard

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