My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 Ice Wizard

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 Witch Giant Skeleton Ice Wizard Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Tornado

Punishments

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

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.

Giant Skeleton 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.

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 Giant Skeleton
Giant Snowball
Bats Clone Witch
Zap
Bats Clone Witch
Barbarian Barrel
Clone Witch Giant Skeleton Ice Wizard
The Log
Clone Witch Giant Skeleton
Earthquake
Clone Witch
Arrows
Bats Clone Witch
Royal Delivery
Bats Clone Witch Giant Skeleton Ice Wizard
Fireball
Clone Witch Ice Wizard
Poison
Bats Clone Witch Ice Wizard
Lightning
Witch Ice Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Tornado Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Ice Wizard Mega Knight

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 Clone Tornado Giant Skeleton Ice Wizard 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 Ice Wizard

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.

Mirror Bats Clone Tornado Ice Wizard Witch Giant Skeleton Mega Knight

Shortest cycle

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

8 Mirror Bats Clone Tornado

Attack Synergies 3 11

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
Giant Skeleton Mega Knight Clone
Mirror
Tornado Giant Skeleton
Clone
Giant Skeleton Bats Witch
Tornado
Mirror Witch Giant Skeleton Ice Wizard Mega Knight
Witch
Clone Tornado Giant Skeleton Mega Knight
Giant Skeleton
Bats Clone Mirror Tornado Witch Ice Wizard
Ice Wizard
Tornado Giant Skeleton
Mega Knight
Bats Tornado Witch

Defense Synergies 2 13

Bats
Giant Skeleton Ice Wizard Mega Knight
Mirror
Tornado Ice Wizard Mega Knight
Clone
Tornado
Mirror Ice Wizard Witch Giant Skeleton Mega Knight
Witch
Tornado Giant Skeleton Ice Wizard Mega Knight
Giant Skeleton
Bats Tornado Witch Ice Wizard
Ice Wizard
Tornado Bats Mirror Witch Giant Skeleton Mega Knight
Mega Knight
Bats Mirror Tornado Witch Ice Wizard

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.

Bats Witch Ice Wizard Mega Knight
Tornado Witch Mega Knight Bats Giant Skeleton Ice Wizard
Witch Bats Ice Wizard Mega Knight
Tornado Giant Skeleton Mega Knight
Tornado Bats Ice Wizard Mega Knight
Bats Tornado Witch Ice Wizard
Giant Skeleton Mega Knight
Witch Tornado Ice Wizard
Tornado Giant Skeleton Ice Wizard Mega Knight
Bats Witch Ice Wizard Tornado Giant Skeleton Mega Knight
Bats Tornado Witch Ice Wizard
Mega Knight Bats Witch Giant Skeleton Ice Wizard
Mega Knight Bats Tornado Witch
Mega Knight
Tornado Mega Knight
Mega Knight Bats Tornado Witch
Mega Knight Bats Tornado Witch Ice Wizard
Tornado Witch Bats Giant Skeleton Ice Wizard Mega Knight
Tornado
Mega Knight Bats Witch Giant Skeleton

Counters to secondary win conditions

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

Mega Knight Witch Giant Skeleton
Mega Knight
Giant Skeleton Mega Knight Bats Witch
Giant Skeleton Mega Knight Bats Tornado
Giant Skeleton Witch Mega Knight
Bats Tornado Witch Ice Wizard
Bats Witch Giant Skeleton Ice Wizard
Giant Skeleton Mega Knight
Giant Skeleton Mega Knight Bats Tornado Witch
Witch
Mega Knight Bats Witch Giant Skeleton
Mega Knight Tornado Giant Skeleton
Giant Skeleton Mega Knight Witch
Witch Mega Knight
Witch Bats Tornado Giant Skeleton
Bats Mega Knight Witch Giant Skeleton Ice Wizard
Ice Wizard
Tornado Ice Wizard Mega Knight

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.)

Giant Skeleton
Tornado Ice Wizard
Giant Skeleton
Giant Skeleton
Mega Knight
Bats Tornado Witch Ice Wizard
Tornado Witch
Tornado Ice Wizard
Tornado
Bats Tornado
Tornado
Tornado
Witch
Mega Knight
Tornado
Bats
Mega Knight
Tornado Witch Mega Knight
Giant Skeleton Mega Knight
Tornado
Tornado
Tornado Witch Ice Wizard Mega Knight
Witch
Tornado Witch Ice Wizard
Tornado Witch Mega Knight
Tornado
Bats Tornado Witch Ice Wizard
Bats Witch
Mega Knight
Giant Skeleton Mega Knight
Bats Witch
Tornado Witch Ice Wizard
Mega Knight
Tornado Giant Skeleton
Mega Knight
Bats Tornado Witch Giant Skeleton
Bats Tornado Witch
Tornado Witch Giant Skeleton Mega Knight
Mega Knight

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