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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Wizard Witch Inferno Dragon

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 Witch Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball

Punishments

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

Hog Rider Mega Knight

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.

Heal Spirit Hog Rider 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.

Hog Rider

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 Hog Rider Inferno Dragon
Giant Snowball
Bats Hog Rider Witch Inferno Dragon
Zap
Bats Witch Inferno Dragon
Barbarian Barrel
Heal Spirit Wizard Witch
The Log
Heal Spirit Hog Rider Witch
Earthquake
Hog Rider Witch
Arrows
Bats Heal Spirit Witch
Royal Delivery
Bats Heal Spirit Hog Rider Wizard Witch Inferno Dragon
Fireball
Hog Rider Wizard Witch Inferno Dragon
Poison
Bats Wizard Witch
Lightning
Wizard Witch Inferno Dragon
Rocket
Hog Rider Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Mega Knight

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 Heal Spirit Inferno Dragon Mega Knight

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.

Heal Spirit Fireball Wizard Witch

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.

Heal Spirit Bats Fireball Hog Rider Inferno Dragon Wizard Witch Mega Knight

Shortest cycle

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

11 Heal Spirit Bats Fireball Hog Rider

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
Hog Rider Mega Knight Inferno Dragon
Heal Spirit
Hog Rider Wizard Witch Inferno Dragon Mega Knight
Fireball
Hog Rider Mega Knight
Hog Rider
Bats Fireball Heal Spirit Wizard Witch Mega Knight
Wizard
Heal Spirit Hog Rider Mega Knight
Witch
Heal Spirit Hog Rider Mega Knight
Inferno Dragon
Mega Knight Bats Heal Spirit
Mega Knight
Bats Inferno Dragon Heal Spirit Fireball Hog Rider Wizard Witch

Defense Synergies 0 6

Bats
Inferno Dragon Mega Knight
Heal Spirit
Fireball
Mega Knight
Hog Rider
Wizard
Mega Knight
Witch
Mega Knight
Inferno Dragon
Bats Mega Knight
Mega Knight
Bats Fireball Wizard Witch Inferno Dragon

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
Inferno Dragon Bats Witch Mega Knight
Witch Mega Knight Bats Inferno Dragon
Witch Inferno Dragon Bats Mega Knight
Fireball Mega Knight
Fireball Bats Mega Knight
Bats Inferno Dragon Fireball Wizard Witch
Fireball Mega Knight
Witch Inferno Dragon
Mega Knight
Bats Witch Fireball Wizard Mega Knight
Inferno Dragon Bats Fireball Wizard Witch
Mega Knight Bats Fireball Wizard Witch
Fireball Wizard Mega Knight Bats Witch
Inferno Dragon Mega Knight
Fireball Inferno Dragon Mega Knight
Wizard Mega Knight Bats Fireball Witch
Fireball Mega Knight Bats Wizard Witch
Wizard Witch Bats Fireball Inferno Dragon Mega Knight
Inferno Dragon
Wizard Mega Knight Bats Fireball Witch
Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Fireball Witch
Fireball Wizard Inferno Dragon Mega Knight
Mega Knight Bats Witch
Mega Knight Bats Fireball
Witch Inferno Dragon Mega Knight
Fireball Wizard Bats Witch
Bats Fireball Witch
Mega Knight Inferno Dragon
Mega Knight Bats Fireball Witch Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Mega Knight Bats Witch
Mega Knight Fireball
Mega Knight Fireball Wizard Witch
Wizard Fireball Witch Mega Knight
Witch Bats Fireball Inferno Dragon
Bats Mega Knight Fireball Wizard Witch Inferno Dragon
Fireball

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
Fireball
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Bats Witch
Wizard Witch
Fireball Wizard
Fireball Wizard
Bats Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard Witch
Fireball Wizard Mega Knight
Fireball
Bats
Fireball Wizard Mega Knight
Fireball Wizard Witch Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Witch Mega Knight
Witch Inferno Dragon
Fireball Wizard Witch
Fireball Wizard Witch Mega Knight
Fireball
Bats Fireball Wizard Witch
Bats Fireball Wizard Witch
Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Fireball Witch
Fireball Wizard Witch
Fireball
Fireball Wizard Mega Knight
Fireball Wizard
Fireball
Mega Knight
Bats Fireball Witch
Bats Fireball Witch
Fireball Witch Mega Knight
Inferno Dragon
Fireball Wizard Mega Knight

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