My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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!
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 Furnace Witch

Defensive buildings

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

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Furnace Witch Balloon Giant Skeleton

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows

Punishments

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

Balloon

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.

Knight Balloon Giant Skeleton

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.

Balloon Giant Skeleton

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 Clone Balloon Giant Skeleton
Giant Snowball
Bats Furnace Clone Witch Balloon
Zap
Bats Furnace Clone Witch Balloon
Barbarian Barrel
Knight Furnace Clone Witch Giant Skeleton
The Log
Furnace Clone Witch Giant Skeleton
Earthquake
Furnace Clone Witch
Arrows
Bats Furnace Clone Witch
Royal Delivery
Bats Knight Clone Witch Balloon Giant Skeleton
Fireball
Furnace Clone Witch Balloon
Poison
Bats Furnace Clone Witch Balloon
Lightning
Knight Furnace Witch Balloon
Rocket
Furnace Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace

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 Knight Clone Giant Skeleton

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.

Furnace 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.

Bats Arrows Knight Clone Furnace Witch Balloon Giant Skeleton

Shortest cycle

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

11 Bats Arrows Knight Clone

Attack Synergies 7 10

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
Knight Balloon Giant Skeleton Clone
Arrows
Balloon Knight Giant Skeleton
Knight
Bats Balloon Arrows Furnace Witch
Furnace
Knight Balloon Giant Skeleton
Clone
Balloon Giant Skeleton Bats Witch
Witch
Knight Clone Giant Skeleton
Balloon
Bats Arrows Knight Clone Furnace Giant Skeleton
Giant Skeleton
Bats Clone Arrows Furnace Witch Balloon

Defense Synergies 1 7

Bats
Knight Giant Skeleton
Arrows
Knight Furnace Giant Skeleton
Knight
Bats Arrows Furnace Witch
Furnace
Arrows Knight
Clone
Witch
Knight Giant Skeleton
Balloon
Giant Skeleton
Bats Arrows 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.

Knight
Bats Knight Furnace Witch
Furnace Witch Bats Knight Giant Skeleton
Witch Bats Knight Furnace
Arrows Giant Skeleton
Arrows Bats Furnace
Bats Furnace Arrows Witch
Arrows Giant Skeleton
Witch Furnace
Knight Giant Skeleton
Bats Witch Arrows Knight Furnace Giant Skeleton
Arrows Bats Furnace Witch
Furnace Bats Knight Witch Giant Skeleton
Bats Arrows Furnace Witch
Knight Furnace
Furnace
Bats Arrows Knight Furnace Witch
Arrows Bats Knight Furnace Witch
Arrows Furnace Witch Bats Knight Giant Skeleton
Bats Arrows Knight Furnace Witch Giant Skeleton

Counters to secondary win conditions

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

Knight Furnace Witch Giant Skeleton
Arrows Knight
Giant Skeleton Bats Knight Furnace Witch
Giant Skeleton Bats Knight
Giant Skeleton Knight Witch
Arrows Furnace Bats Witch
Bats Knight Furnace Witch Giant Skeleton
Giant Skeleton Knight
Giant Skeleton Bats Knight Witch
Witch
Bats Knight Witch Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Knight Witch
Furnace Witch
Witch Bats Knight Furnace Giant Skeleton
Bats Arrows Witch Giant Skeleton
Arrows Furnace

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.)

Arrows Knight Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Knight Giant Skeleton
Arrows Furnace
Arrows Bats Furnace Witch
Arrows Furnace Witch
Arrows
Arrows
Bats
Arrows Knight
Arrows
Knight
Arrows
Arrows Furnace
Arrows Furnace Witch
Arrows Furnace
Arrows
Bats
Arrows
Arrows Witch
Giant Skeleton
Arrows
Arrows
Arrows Furnace Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Bats Arrows Furnace Witch
Bats Witch
Arrows
Arrows
Giant Skeleton
Arrows
Bats Witch
Arrows Witch
Arrows
Knight
Arrows
Arrows Giant Skeleton
Bats Witch Giant Skeleton
Bats Witch
Witch Giant Skeleton

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