My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Wall Breakers

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

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 Giant Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball Tornado

Punishments

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

Elite Barbarians Giant

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.

Elite Barbarians Giant

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.

Elite Barbarians

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 Elite Barbarians Giant Skeleton Army
Giant Snowball
Bats Skeleton Army
Zap
Bats Skeleton Army
Barbarian Barrel
Elite Barbarians Bomb Tower Wizard Skeleton Army
The Log
Elite Barbarians Skeleton Army
Earthquake
Bomb Tower Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Elite Barbarians Wizard Skeleton Army
Fireball
Elite Barbarians Bomb Tower Wizard Skeleton Army
Poison
Bats Bomb Tower Wizard Skeleton Army
Lightning
Elite Barbarians Bomb Tower Wizard
Rocket
Elite Barbarians Bomb Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Bomb Tower Wizard Tornado

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 Tornado

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.

Elite Barbarians 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Skeleton Army Tornado Fireball Bomb Tower Giant Wizard Elite Barbarians

Shortest cycle

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

12 Bats Skeleton Army Tornado Fireball

Attack Synergies 3 6

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
Giant Elite Barbarians
Elite Barbarians
Bats Fireball Wizard
Fireball
Tornado Elite Barbarians Giant
Bomb Tower
Giant
Bats Fireball Wizard Tornado
Wizard
Tornado Elite Barbarians Giant
Skeleton Army
Tornado
Fireball Wizard Giant

Defense Synergies 3 5

Bats
Bomb Tower
Elite Barbarians
Wizard
Fireball
Tornado Bomb Tower
Bomb Tower
Tornado Bats Fireball Skeleton Army
Giant
Wizard
Tornado Elite Barbarians Skeleton Army
Skeleton Army
Bomb Tower Wizard
Tornado
Fireball Bomb Tower 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.

Fireball Wizard
Elite Barbarians Bomb Tower Skeleton Army Bats
Bomb Tower Skeleton Army Tornado Bats Elite Barbarians
Elite Barbarians Bomb Tower Skeleton Army Bats
Elite Barbarians Fireball Bomb Tower Skeleton Army Tornado
Fireball Skeleton Army Tornado Bats Bomb Tower
Bats Tornado Fireball Bomb Tower Wizard
Fireball Bomb Tower
Elite Barbarians Bomb Tower Skeleton Army Tornado
Elite Barbarians Skeleton Army Tornado
Bats Skeleton Army Fireball Bomb Tower Wizard Tornado
Bats Fireball Wizard Tornado
Bomb Tower Skeleton Army Bats Elite Barbarians Fireball Wizard
Fireball Bomb Tower Wizard Skeleton Army Bats Tornado
Elite Barbarians Skeleton Army Bomb Tower
Bomb Tower Skeleton Army Tornado Elite Barbarians Fireball
Bomb Tower Wizard Bats Elite Barbarians Fireball Skeleton Army Tornado
Fireball Bomb Tower Bats Elite Barbarians Wizard Skeleton Army Tornado
Bomb Tower Wizard Tornado Bats Fireball
Elite Barbarians Bomb Tower Tornado
Wizard Skeleton Army Bats Elite Barbarians Fireball Bomb Tower

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians Fireball
Fireball Elite Barbarians Bomb Tower Wizard
Skeleton Army Bats Elite Barbarians Bomb Tower
Skeleton Army Bats Elite Barbarians Fireball Tornado
Elite Barbarians Skeleton Army
Fireball Wizard Bats Bomb Tower Tornado
Skeleton Army Bats Elite Barbarians Fireball Bomb Tower
Elite Barbarians Bomb Tower Skeleton Army
Bats Elite Barbarians Fireball Bomb Tower Skeleton Army Tornado
Skeleton Army
Bats Elite Barbarians Bomb Tower
Skeleton Army Elite Barbarians Fireball Tornado
Elite Barbarians Skeleton Army Fireball Bomb Tower Wizard
Wizard Fireball Bomb Tower Skeleton Army
Elite Barbarians Skeleton Army Bats Fireball Bomb Tower Tornado
Bats Elite Barbarians Fireball Bomb Tower 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.)

Fireball
Fireball Tornado
Fireball
Fireball
Fireball Wizard
Fireball Wizard Bats Tornado
Wizard Tornado
Fireball Wizard Tornado
Fireball Wizard Tornado
Bats Elite Barbarians Fireball Tornado
Fireball Wizard Tornado
Fireball Wizard Tornado
Elite Barbarians Fireball
Fireball
Elite Barbarians Fireball
Fireball Wizard
Fireball Wizard
Fireball Tornado
Bats
Fireball Wizard
Fireball Wizard Tornado
Fireball
Fireball Wizard Tornado
Tornado
Fireball
Tornado Fireball Wizard
Fireball Wizard Tornado
Fireball Wizard Tornado
Fireball Tornado
Elite Barbarians Bats Fireball Wizard Tornado
Bats Fireball Wizard
Elite Barbarians Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bats Fireball Skeleton Army
Fireball Wizard Tornado
Fireball
Fireball Wizard
Fireball Wizard
Fireball Tornado
Elite Barbarians
Bats Elite Barbarians Fireball Tornado
Bats Fireball Tornado
Fireball Tornado

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