My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Witch Ram Rider

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 Knight Firecracker Witch Ram Rider

Offensive cards

Win conditions

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

Hog Rider Ram Rider

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.

Hog Rider Ram Rider

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 Hog Rider Ram Rider

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.

Firecracker Hog Rider Ram 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 Skeleton Army Ram Rider
Giant Snowball
Bats Hog Rider Skeleton Army Witch Ram Rider
Zap
Bats Firecracker Skeleton Army Witch Ram Rider
Barbarian Barrel
Knight Firecracker Skeleton Army Witch
The Log
Firecracker Hog Rider Skeleton Army Witch Ram Rider
Earthquake
Firecracker Hog Rider Skeleton Army Witch
Arrows
Bats Firecracker Skeleton Army Witch
Royal Delivery
Bats Knight Firecracker Hog Rider Skeleton Army Witch Ram Rider
Fireball
Firecracker Hog Rider Skeleton Army Witch Ram Rider
Poison
Bats Firecracker Skeleton Army Witch
Lightning
Knight Witch Ram Rider
Rocket
Hog Rider Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 Arrows Knight Skeleton Army

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Firecracker Skeleton Army Hog Rider Witch Ram Rider

Shortest cycle

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

11 Bats Arrows Knight Firecracker

Attack Synergies 6 9

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 Hog Rider Firecracker Ram Rider
Arrows
Hog Rider Knight Ram Rider
Knight
Bats Firecracker Hog Rider Arrows Witch Ram Rider
Firecracker
Knight Hog Rider Bats Ram Rider
Hog Rider
Bats Arrows Knight Firecracker Witch
Skeleton Army
Witch
Knight Hog Rider Ram Rider
Ram Rider
Bats Arrows Knight Firecracker Witch

Defense Synergies 2 5

Bats
Knight Firecracker
Arrows
Knight
Knight
Bats Firecracker Arrows Skeleton Army Witch
Firecracker
Knight Bats Skeleton Army
Hog Rider
Skeleton Army
Knight Firecracker
Witch
Knight
Ram Rider

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 Firecracker Ram Rider
Skeleton Army Bats Knight Firecracker Witch Ram Rider
Skeleton Army Witch Ram Rider Bats Knight
Skeleton Army Witch Bats Knight Firecracker Ram Rider
Arrows Firecracker Skeleton Army
Arrows Skeleton Army Bats Firecracker
Bats Ram Rider Arrows Firecracker Witch
Arrows Ram Rider
Witch Skeleton Army
Knight Skeleton Army Firecracker
Bats Skeleton Army Witch Arrows Knight Firecracker Ram Rider
Arrows Bats Firecracker Witch Ram Rider
Skeleton Army Bats Knight Witch Ram Rider
Skeleton Army Bats Arrows Firecracker Witch
Skeleton Army Knight Ram Rider
Skeleton Army Ram Rider
Bats Arrows Knight Firecracker Skeleton Army Witch
Arrows Bats Knight Firecracker Skeleton Army Witch Ram Rider
Arrows Witch Bats Knight Firecracker Ram Rider
Ram Rider
Skeleton Army Bats Arrows Knight Firecracker Witch

Counters to secondary win conditions

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

Knight Skeleton Army Witch
Arrows Knight Firecracker
Skeleton Army Bats Knight Witch Ram Rider
Skeleton Army Bats Knight Ram Rider
Knight Skeleton Army Witch Ram Rider
Arrows Firecracker Bats Witch Ram Rider
Skeleton Army Bats Knight Witch Ram Rider
Knight Skeleton Army
Bats Knight Firecracker Skeleton Army Witch
Witch Skeleton Army
Bats Knight Witch
Skeleton Army Arrows
Skeleton Army Knight Witch Ram Rider
Firecracker Skeleton Army Witch
Skeleton Army Witch Bats Knight Firecracker
Bats Arrows Firecracker Witch
Arrows

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 Firecracker
Arrows Firecracker Ram Rider
Arrows
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker Bats Witch Ram Rider
Arrows Firecracker Witch
Arrows Firecracker Ram Rider
Arrows Firecracker Ram Rider
Bats
Firecracker Arrows Knight Ram Rider
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Witch
Arrows Firecracker
Arrows
Bats
Arrows Firecracker
Arrows Firecracker Witch
Arrows
Arrows
Arrows Firecracker Witch
Witch
Arrows Firecracker Witch Ram Rider
Arrows Witch Ram Rider
Arrows Firecracker
Bats Arrows Firecracker Witch
Bats Firecracker Witch
Arrows
Arrows Firecracker
Arrows Firecracker
Bats Skeleton Army Witch
Arrows Firecracker Witch Ram Rider
Arrows
Knight Firecracker
Arrows Firecracker
Arrows
Firecracker
Bats Firecracker Witch
Firecracker Bats Witch
Firecracker Witch
Firecracker

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