My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 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 Wizard 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 Wizard Witch Fisherman

Offensive cards

Win conditions

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

Goblin Barrel

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.

Elite Barbarians Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elite Barbarians

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.

Elite Barbarians Goblin 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 Elite Barbarians Goblin Barrel Skeleton Army Fisherman
Giant Snowball
Bats Goblin Barrel Skeleton Army Witch Fisherman
Zap
Bats Goblin Barrel Skeleton Army Witch Fisherman
Barbarian Barrel
Elite Barbarians Wizard Goblin Barrel Skeleton Army Witch
The Log
Elite Barbarians Goblin Barrel Skeleton Army Witch Fisherman
Earthquake
Goblin Barrel Skeleton Army Witch
Arrows
Bats Goblin Barrel Skeleton Army Witch
Royal Delivery
Bats Elite Barbarians Wizard Goblin Barrel Skeleton Army Witch Fisherman
Fireball
Elite Barbarians Wizard Goblin Barrel Skeleton Army Witch Fisherman
Poison
Bats Wizard Skeleton Army Witch Fisherman
Lightning
Elite Barbarians Wizard Witch Fisherman
Rocket
Elite Barbarians Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 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.

Elite Barbarians Goblin Barrel 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.

Wizard Goblin Barrel 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 Goblin Barrel Skeleton Army Fisherman Wizard Witch Elite Barbarians

Shortest cycle

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

11 Bats Arrows Goblin Barrel Skeleton Army

Attack Synergies 1 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.

Bats
Elite Barbarians Goblin Barrel Fisherman
Arrows
Elite Barbarians Goblin Barrel
Elite Barbarians
Arrows Bats Wizard
Wizard
Elite Barbarians
Goblin Barrel
Bats Arrows Skeleton Army
Skeleton Army
Goblin Barrel
Witch
Fisherman
Bats

Defense Synergies 0 4

Bats
Fisherman
Arrows
Elite Barbarians
Wizard
Wizard
Elite Barbarians Skeleton Army
Goblin Barrel
Skeleton Army
Wizard
Witch
Fisherman
Fisherman
Bats 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.

Wizard
Elite Barbarians Skeleton Army Bats Witch Fisherman
Skeleton Army Witch Fisherman Bats Elite Barbarians
Elite Barbarians Skeleton Army Witch Bats Fisherman
Arrows Elite Barbarians Skeleton Army
Arrows Skeleton Army Bats
Bats Arrows Wizard Witch
Arrows
Witch Elite Barbarians Skeleton Army Fisherman
Elite Barbarians Skeleton Army Fisherman
Bats Skeleton Army Witch Arrows Wizard Fisherman
Arrows Bats Wizard Witch
Skeleton Army Bats Elite Barbarians Wizard Witch
Wizard Skeleton Army Bats Arrows Witch
Elite Barbarians Skeleton Army
Skeleton Army Elite Barbarians Fisherman
Wizard Bats Arrows Elite Barbarians Skeleton Army Witch Fisherman
Arrows Bats Elite Barbarians Wizard Skeleton Army Witch Fisherman
Arrows Wizard Witch Bats Fisherman
Elite Barbarians Fisherman
Wizard Skeleton Army Bats Arrows Elite Barbarians Witch Fisherman
Elite Barbarians Skeleton Army Fisherman

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians Witch Fisherman
Arrows Elite Barbarians Wizard Fisherman
Skeleton Army Bats Elite Barbarians Witch Fisherman
Skeleton Army Bats Elite Barbarians Fisherman
Elite Barbarians Skeleton Army Witch Fisherman
Arrows Wizard Bats Witch
Skeleton Army Bats Elite Barbarians Witch
Elite Barbarians Skeleton Army Fisherman
Bats Elite Barbarians Skeleton Army Witch
Witch Skeleton Army
Bats Elite Barbarians Witch
Skeleton Army Arrows Elite Barbarians
Elite Barbarians Skeleton Army Wizard Witch
Wizard Skeleton Army Witch
Elite Barbarians Skeleton Army Witch Bats Fisherman
Bats Arrows Elite Barbarians Wizard 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
Arrows Fisherman
Arrows
Arrows
Wizard Arrows
Arrows Wizard Bats Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard Fisherman
Bats Elite Barbarians Fisherman
Arrows Wizard Fisherman
Arrows Wizard
Elite Barbarians Fisherman
Arrows Fisherman
Arrows Elite Barbarians Fisherman
Arrows Wizard Witch
Arrows Wizard
Arrows
Bats Fisherman
Arrows Wizard Fisherman
Arrows Wizard Witch
Arrows Wizard
Fisherman
Arrows
Arrows Wizard Witch
Witch Fisherman
Arrows Wizard Witch Fisherman
Arrows Wizard Witch Fisherman
Arrows Fisherman
Elite Barbarians Bats Arrows Wizard Witch
Bats Wizard Witch
Elite Barbarians
Arrows Wizard
Arrows
Arrows Wizard
Bats Skeleton Army Witch
Arrows Wizard Witch
Arrows
Wizard
Arrows Wizard
Arrows
Elite Barbarians
Bats Elite Barbarians Witch
Bats Witch
Witch
Wizard
Fisherman

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