My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Firecracker 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 Firecracker Witch Giant Skeleton Electro Giant Monk

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Tornado

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 Electro Giant

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 Giant Skeleton Monk

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 Giant Skeleton
Giant Snowball
Bats Witch
Zap
Bats Firecracker Witch
Barbarian Barrel
Firecracker Witch Giant Skeleton
The Log
Firecracker Witch Giant Skeleton
Earthquake
Firecracker Witch
Arrows
Bats Firecracker Witch
Royal Delivery
Bats Firecracker Witch Giant Skeleton
Fireball
Firecracker Witch
Poison
Bats Firecracker Witch
Lightning
Witch Monk
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Electro Giant

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 Tornado Giant Skeleton Electro Giant

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.

Mirror Bats Firecracker Tornado Witch Monk Giant Skeleton Electro Giant

Shortest cycle

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

8 Mirror Bats Firecracker Tornado

Attack Synergies 3 10

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 Firecracker
Firecracker
Bats Mirror Tornado Giant Skeleton Monk
Mirror
Electro Giant Firecracker Tornado Giant Skeleton
Tornado
Electro Giant Firecracker Mirror Witch Giant Skeleton
Witch
Tornado Giant Skeleton
Giant Skeleton
Bats Firecracker Mirror Tornado Witch
Electro Giant
Mirror Tornado
Monk
Firecracker

Defense Synergies 1 9

Bats
Firecracker Giant Skeleton
Firecracker
Bats Mirror Tornado Giant Skeleton
Mirror
Tornado Firecracker
Tornado
Mirror Firecracker Witch Giant Skeleton Electro Giant
Witch
Tornado Giant Skeleton
Giant Skeleton
Bats Firecracker Tornado Witch
Electro Giant
Tornado
Monk

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.

Firecracker
Bats Firecracker Witch Monk
Tornado Witch Bats Giant Skeleton
Witch Bats Firecracker Monk
Firecracker Tornado Giant Skeleton Monk
Tornado Bats Firecracker
Bats Tornado Firecracker Witch
Giant Skeleton Electro Giant Monk
Witch Tornado
Tornado Firecracker Giant Skeleton
Bats Witch Firecracker Tornado Giant Skeleton Electro Giant
Bats Firecracker Tornado Witch
Bats Witch Giant Skeleton
Bats Firecracker Tornado Witch
Tornado Monk Electro Giant
Bats Firecracker Tornado Witch
Bats Firecracker Tornado Witch
Tornado Witch Bats Firecracker Giant Skeleton
Tornado
Bats Firecracker Witch Giant Skeleton Electro Giant

Counters to secondary win conditions

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

Witch Giant Skeleton Electro Giant
Firecracker Monk
Giant Skeleton Bats Witch
Giant Skeleton Bats Tornado Monk
Giant Skeleton Witch
Firecracker Electro Giant Bats Tornado Witch Monk
Bats Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Bats Firecracker Tornado Witch Monk
Witch
Bats Witch Giant Skeleton
Monk Tornado Giant Skeleton Electro Giant
Giant Skeleton Witch
Firecracker Witch Electro Giant
Witch Electro Giant Bats Firecracker Tornado Giant Skeleton Monk
Bats Firecracker Witch Giant Skeleton Electro Giant

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.)

Firecracker Giant Skeleton Monk
Firecracker Monk Tornado
Giant Skeleton
Firecracker Giant Skeleton
Firecracker
Firecracker Electro Giant Bats Tornado Witch Monk
Firecracker Tornado Witch
Firecracker Tornado
Monk Firecracker Tornado
Bats Tornado
Firecracker Monk Tornado
Monk Firecracker Tornado
Firecracker
Firecracker Monk
Firecracker
Firecracker Witch
Firecracker
Monk Tornado
Bats
Firecracker Monk
Firecracker Tornado Witch Electro Giant Monk
Giant Skeleton Monk
Tornado
Tornado Monk
Monk
Firecracker Tornado Electro Giant Witch
Witch
Firecracker Tornado Witch Monk
Tornado Witch Monk
Firecracker Tornado
Bats Firecracker Tornado Witch Electro Giant
Bats Firecracker Witch Electro Giant
Firecracker Monk
Giant Skeleton
Firecracker Monk
Bats Witch
Firecracker Tornado Witch Monk
Firecracker
Firecracker
Monk Tornado Giant Skeleton Electro Giant
Firecracker
Electro Giant Bats Firecracker Tornado Witch Giant Skeleton
Firecracker Bats Tornado Witch
Firecracker Tornado Witch Giant Skeleton Electro Giant Monk

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