My Best Clash Royale Deck

Deck Check Rating

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

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 Witch Magic Archer Ram Rider

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.

Skeletons Bats Witch Magic Archer Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Rage

Punishments

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

Ram Rider Mega Knight

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.

Magic Archer Ram 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.

Magic Archer 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
Skeletons Bats Ram Rider
Giant Snowball
Skeletons Bats Witch Ram Rider
Zap
Skeletons Bats Witch Ram Rider
Barbarian Barrel
Skeletons Bomb Tower Witch Magic Archer
The Log
Skeletons Witch Ram Rider
Earthquake
Skeletons Bomb Tower Witch
Arrows
Skeletons Bats Witch
Royal Delivery
Skeletons Bats Witch Magic Archer Ram Rider
Fireball
Bomb Tower Witch Magic Archer Ram Rider
Poison
Bats Bomb Tower Witch Magic Archer
Lightning
Bomb Tower Witch Magic Archer Ram Rider
Rocket
Bomb Tower Witch Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Magic Archer Mega Knight

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 Rage Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Rage Bomb Tower Magic Archer Witch Ram Rider Mega Knight

Shortest cycle

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

9 Skeletons Bats Rage Bomb Tower

Attack Synergies 3 6

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.

Skeletons
Bats
Mega Knight Rage Ram Rider
Bomb Tower
Rage
Witch Bats
Witch
Rage Ram Rider Mega Knight
Magic Archer
Ram Rider Mega Knight
Ram Rider
Magic Archer Bats Witch Mega Knight
Mega Knight
Bats Witch Magic Archer Ram Rider

Defense Synergies 0 11

Skeletons
Bats Bomb Tower Witch Magic Archer Ram Rider
Bats
Skeletons Bomb Tower Mega Knight
Bomb Tower
Skeletons Bats Magic Archer
Rage
Witch
Skeletons Mega Knight
Magic Archer
Skeletons Bomb Tower Ram Rider Mega Knight
Ram Rider
Skeletons Magic Archer
Mega Knight
Bats Witch Magic Archer

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.

Magic Archer Ram Rider
Bomb Tower Skeletons Bats Witch Ram Rider Mega Knight
Bomb Tower Witch Ram Rider Mega Knight Skeletons Bats
Bomb Tower Witch Skeletons Bats Ram Rider Mega Knight
Bomb Tower Mega Knight
Skeletons Bats Bomb Tower Magic Archer Mega Knight
Bats Ram Rider Bomb Tower Witch Magic Archer
Bomb Tower Magic Archer Ram Rider Mega Knight
Witch Skeletons Bomb Tower
Skeletons Mega Knight
Bats Witch Skeletons Bomb Tower Magic Archer Ram Rider Mega Knight
Bats Witch Magic Archer Ram Rider
Bomb Tower Mega Knight Skeletons Bats Witch Ram Rider
Bomb Tower Mega Knight Bats Witch Magic Archer
Bomb Tower Ram Rider Mega Knight
Bomb Tower Ram Rider Mega Knight
Bomb Tower Mega Knight Skeletons Bats Witch
Bomb Tower Mega Knight Bats Witch Magic Archer Ram Rider
Bomb Tower Witch Bats Magic Archer Ram Rider Mega Knight
Bomb Tower Ram Rider
Mega Knight Bats Bomb Tower Witch

Counters to secondary win conditions

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

Mega Knight Skeletons Witch
Bomb Tower Magic Archer Mega Knight
Mega Knight Skeletons Bats Bomb Tower Witch Ram Rider
Mega Knight Bats Ram Rider
Skeletons Witch Ram Rider Mega Knight
Skeletons Bats Bomb Tower Witch Magic Archer Ram Rider
Skeletons Bats Bomb Tower Witch Ram Rider
Mega Knight Bomb Tower
Mega Knight Skeletons Bats Bomb Tower Witch Magic Archer
Witch Skeletons
Mega Knight Bats Bomb Tower Witch
Mega Knight
Mega Knight Skeletons Bomb Tower Witch Ram Rider
Bomb Tower Witch Magic Archer Mega Knight
Witch Skeletons Bats Bomb Tower Magic Archer
Bats Mega Knight Bomb Tower Witch Magic Archer
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.)

Magic Archer
Magic Archer Ram Rider
Magic Archer
Magic Archer Mega Knight
Bats Witch Magic Archer Ram Rider
Witch Magic Archer
Magic Archer Ram Rider
Ram Rider
Bats
Magic Archer Ram Rider
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Witch Magic Archer
Magic Archer Mega Knight
Bats
Magic Archer Mega Knight
Witch Magic Archer Mega Knight
Magic Archer Mega Knight
Witch Magic Archer Mega Knight
Witch
Witch Magic Archer Ram Rider
Witch Magic Archer Ram Rider Mega Knight
Magic Archer
Bats Witch Magic Archer
Bats Witch
Magic Archer Mega Knight
Magic Archer
Mega Knight
Magic Archer
Bats Witch Magic Archer
Witch Magic Archer Ram Rider
Magic Archer Mega Knight
Magic Archer
Mega Knight
Bats Witch Magic Archer
Bats Witch Magic Archer
Witch Magic Archer Mega Knight
Mega Knight

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