My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
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 Musketeer Night Witch Mother Witch

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 Musketeer Night Witch Mother Witch

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.

Arrows Fireball

Punishments

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

Royal Hogs

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.

Royal Hogs

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

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 Night Witch
Giant Snowball
Bats Musketeer Royal Hogs Night Witch
Zap
Bats Royal Hogs Night Witch
Barbarian Barrel
Musketeer Bomb Tower Royal Hogs Night Witch
The Log
Musketeer Royal Hogs
Earthquake
Bomb Tower Royal Hogs
Arrows
Bats Royal Hogs Night Witch
Royal Delivery
Bats Musketeer Royal Hogs Night Witch Mother Witch
Fireball
Musketeer Bomb Tower Royal Hogs Night Witch Mother Witch
Poison
Bats Musketeer Bomb Tower Royal Hogs Night Witch Mother Witch
Lightning
Musketeer Bomb Tower Night Witch Mother Witch
Rocket
Musketeer Bomb Tower Royal Hogs Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Bomb Tower

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 Arrows Night Witch Mother Witch

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

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 Musketeer

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 Arrows Fireball Musketeer Bomb Tower Night Witch Mother Witch Royal Hogs

Shortest cycle

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

13 Bats Arrows Fireball Musketeer

Attack Synergies 3 5

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 Hogs
Arrows
Fireball Royal Hogs Night Witch Mother Witch
Fireball
Arrows Royal Hogs
Musketeer
Royal Hogs
Bomb Tower
Royal Hogs
Arrows Mother Witch Bats Fireball Musketeer
Night Witch
Arrows
Mother Witch
Royal Hogs Arrows

Defense Synergies 0 9

Bats
Musketeer Bomb Tower
Arrows
Fireball Bomb Tower Mother Witch
Fireball
Arrows Musketeer Bomb Tower
Musketeer
Bats Fireball Bomb Tower
Bomb Tower
Bats Arrows Fireball Musketeer
Royal Hogs
Night Witch
Mother Witch
Mother Witch
Arrows Night Witch

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 Musketeer
Bomb Tower Bats Musketeer Night Witch
Bomb Tower Bats Musketeer Night Witch
Bomb Tower Night Witch Bats Musketeer
Arrows Fireball Bomb Tower
Arrows Fireball Bats Musketeer Bomb Tower Night Witch Mother Witch
Bats Musketeer Arrows Fireball Bomb Tower Night Witch
Arrows Fireball Musketeer Bomb Tower
Musketeer Bomb Tower Night Witch
Musketeer Night Witch
Bats Mother Witch Arrows Fireball Musketeer Bomb Tower Night Witch
Arrows Musketeer Bats Fireball Night Witch
Bomb Tower Night Witch Bats Fireball Musketeer
Fireball Bomb Tower Bats Arrows Night Witch
Bomb Tower
Bomb Tower Fireball
Bomb Tower Bats Arrows Fireball Musketeer Night Witch
Arrows Fireball Bomb Tower Bats Musketeer Night Witch
Arrows Bomb Tower Bats Fireball Musketeer Mother Witch
Musketeer Bomb Tower
Bats Arrows Fireball Musketeer Bomb Tower Night Witch Mother Witch
Bomb Tower

Counters to secondary win conditions

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

Fireball
Fireball Arrows Musketeer Bomb Tower
Bats Musketeer Bomb Tower
Bats Fireball Musketeer Night Witch
Musketeer Night Witch
Arrows Fireball Mother Witch Bats Musketeer Bomb Tower
Bats Fireball Musketeer Bomb Tower Night Witch
Bomb Tower
Bats Fireball Bomb Tower
Musketeer
Bats Musketeer Bomb Tower
Arrows Fireball
Fireball Bomb Tower Night Witch
Fireball Musketeer Bomb Tower
Bats Fireball Musketeer Bomb Tower Night Witch
Bats Arrows Fireball Musketeer Bomb Tower Mother Witch
Arrows 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 Arrows Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball Musketeer
Fireball Arrows
Arrows Fireball Mother Witch Bats Musketeer
Arrows Musketeer
Arrows Fireball
Arrows Fireball
Bats Fireball Musketeer Night Witch
Arrows Fireball Musketeer
Fireball Arrows Musketeer
Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Bats Night Witch
Arrows Fireball Musketeer
Arrows Fireball Mother Witch
Fireball Musketeer Night Witch
Arrows Fireball
Musketeer
Arrows Fireball Musketeer
Arrows Mother Witch Fireball
Arrows Fireball Musketeer
Fireball Arrows Musketeer
Fireball Arrows Musketeer
Bats Arrows Fireball Musketeer Night Witch Mother Witch
Bats Fireball Musketeer
Fireball Night Witch
Arrows Fireball Musketeer Night Witch
Arrows Fireball
Arrows Fireball
Bats Fireball Musketeer Night Witch
Fireball Arrows Musketeer
Arrows Fireball
Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Musketeer
Bats Fireball Musketeer
Bats Fireball Musketeer
Fireball Musketeer
Fireball

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