My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Witch Night Witch

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 Skeleton Barrel Witch Night Witch Lava Hound

Offensive cards

Win conditions

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

Skeleton Barrel Lava Hound

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.

Skeleton Barrel

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.

Skeleton Barrel Lava Hound

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.

Skeleton Barrel

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 Skeleton Barrel Skeleton Army Clone Night Witch Lava Hound
Giant Snowball
Bats Skeleton Barrel Skeleton Army Clone Witch Night Witch Lava Hound
Zap
Bats Skeleton Barrel Skeleton Army Clone Witch Night Witch Lava Hound
Barbarian Barrel
Skeleton Barrel Skeleton Army Clone Witch Night Witch
The Log
Skeleton Barrel Skeleton Army Clone Witch
Earthquake
Skeleton Army Clone Witch
Arrows
Bats Skeleton Barrel Skeleton Army Clone Witch Night Witch Lava Hound
Royal Delivery
Bats Skeleton Barrel Skeleton Army Clone Witch Night Witch Lava Hound
Fireball
Skeleton Barrel Skeleton Army Clone Witch Night Witch Lava Hound
Poison
Bats Skeleton Barrel Skeleton Army Clone Witch Night Witch Lava Hound
Lightning
Witch Night Witch
Rocket
Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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 Barrel Skeleton Army Clone Night 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 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 Witch Lava Hound

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Skeleton Barrel Skeleton Army Clone Fireball Night Witch Witch Lava Hound

Shortest cycle

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

11 Bats Skeleton Barrel Skeleton Army Clone

Attack Synergies 8 7

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
Skeleton Barrel Lava Hound Clone
Skeleton Barrel
Bats Fireball Clone Witch Lava Hound
Fireball
Skeleton Barrel Lava Hound
Skeleton Army
Clone Lava Hound
Clone
Skeleton Barrel Skeleton Army Night Witch Lava Hound Bats Witch
Witch
Skeleton Barrel Clone Lava Hound
Night Witch
Clone Lava Hound
Lava Hound
Bats Fireball Clone Skeleton Barrel Skeleton Army Witch Night Witch

Defense Synergies 0 1

Bats
Skeleton Barrel
Fireball
Fireball
Skeleton Barrel
Skeleton Army
Clone
Witch
Night Witch
Lava Hound

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.

Skeleton Barrel Fireball
Skeleton Army Bats Witch Night Witch
Skeleton Army Witch Bats Night Witch
Skeleton Army Witch Night Witch Bats
Fireball Skeleton Army
Fireball Skeleton Army Bats Night Witch
Bats Fireball Witch Night Witch
Skeleton Barrel Fireball
Witch Skeleton Army Night Witch
Skeleton Army Night Witch
Bats Skeleton Army Witch Fireball Night Witch
Bats Fireball Witch Night Witch
Skeleton Army Night Witch Bats Fireball Witch
Fireball Skeleton Army Bats Witch Night Witch
Skeleton Army
Skeleton Army Fireball
Bats Fireball Skeleton Army Witch Night Witch
Fireball Bats Skeleton Army Witch Night Witch
Witch Bats Fireball
Skeleton Army Bats Fireball Witch Night Witch
Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Fireball Witch
Fireball Skeleton Barrel
Skeleton Army Bats Witch
Skeleton Army Bats Fireball Night Witch
Skeleton Army Witch Night Witch
Fireball Bats Skeleton Barrel Witch
Skeleton Army Bats Fireball Witch Night Witch
Skeleton Army
Bats Fireball Skeleton Army Witch
Witch Skeleton Army
Bats Witch
Skeleton Army Fireball
Skeleton Army Fireball Witch Night Witch
Fireball Skeleton Army Witch
Skeleton Army Witch Bats Fireball Night Witch
Bats Fireball Witch
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.)

Skeleton Barrel Fireball
Fireball Skeleton Barrel
Skeleton Barrel Fireball
Skeleton Barrel Fireball
Fireball
Fireball Bats Skeleton Barrel Witch
Witch
Fireball Skeleton Barrel
Fireball Skeleton Barrel
Bats Fireball Night Witch
Skeleton Barrel Fireball
Fireball
Skeleton Barrel Fireball
Skeleton Barrel Fireball
Skeleton Barrel Fireball
Skeleton Barrel Fireball Witch
Skeleton Barrel Fireball
Fireball
Bats Night Witch
Skeleton Barrel Fireball
Skeleton Barrel Fireball Witch
Fireball Night Witch
Fireball
Skeleton Barrel Fireball
Fireball Witch
Witch
Fireball Skeleton Barrel Witch
Fireball Skeleton Barrel Witch
Fireball Skeleton Barrel
Bats Fireball Witch Night Witch
Bats Skeleton Barrel Fireball Witch
Fireball Night Witch
Fireball Night Witch
Fireball
Fireball
Skeleton Barrel Bats Fireball Skeleton Army Witch Night Witch
Fireball Witch
Fireball
Fireball
Skeleton Barrel Fireball
Fireball
Bats Fireball Witch
Bats Fireball Witch
Skeleton Barrel Fireball Witch
Fireball

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