My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Zappies Mother 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 Royal Giant Zappies Giant Skeleton Mother Witch Skeleton King

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Void

Punishments

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

Royal Giant

Pump responses

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

Void

Dropped at the bridge

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

Royal Giant Battle Healer Giant Skeleton Skeleton King

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 Royal Giant Giant Skeleton Skeleton King
Giant Snowball
Bats Zappies Skeleton King
Zap
Bats Royal Giant Zappies Skeleton King
Barbarian Barrel
Zappies Giant Skeleton Skeleton King
The Log
Royal Giant Zappies Giant Skeleton Skeleton King
Earthquake
Zappies Skeleton King
Arrows
Bats Zappies Skeleton King
Royal Delivery
Bats Battle Healer Zappies Giant Skeleton Mother Witch Skeleton King
Fireball
Battle Healer Zappies Mother Witch Skeleton King
Poison
Bats Battle Healer Zappies Mother Witch Skeleton King
Lightning
Battle Healer Mother Witch Skeleton King
Rocket
Battle Healer Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton King

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 Battle Healer Giant Skeleton Mother 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.

Royal Giant

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 Void Battle Healer Zappies Mother Witch Skeleton King Royal Giant Giant Skeleton

Shortest cycle

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

13 Bats Void Battle Healer Zappies

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
Royal Giant Giant Skeleton Battle Healer Skeleton King
Royal Giant
Bats Mother Witch Battle Healer Zappies Void Giant Skeleton Skeleton King
Battle Healer
Bats Royal Giant Zappies Giant Skeleton
Zappies
Royal Giant Battle Healer Giant Skeleton
Void
Royal Giant
Giant Skeleton
Bats Royal Giant Battle Healer Zappies Mother Witch
Mother Witch
Royal Giant Giant Skeleton
Skeleton King
Bats Royal Giant

Defense Synergies 0 12

Bats
Battle Healer Zappies Giant Skeleton Skeleton King
Royal Giant
Battle Healer
Bats Zappies Giant Skeleton Mother Witch
Zappies
Bats Battle Healer Giant Skeleton Mother Witch Skeleton King
Void
Giant Skeleton
Bats Battle Healer Zappies Mother Witch
Mother Witch
Battle Healer Zappies Giant Skeleton Skeleton King
Skeleton King
Bats Zappies Mother 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.

Zappies Void
Bats Battle Healer Zappies
Bats Zappies Void Giant Skeleton
Bats Zappies Skeleton King
Battle Healer Giant Skeleton
Bats Zappies Mother Witch
Bats Zappies Void
Battle Healer Void Giant Skeleton
Zappies Skeleton King
Battle Healer Zappies Giant Skeleton
Bats Mother Witch Zappies Giant Skeleton Skeleton King
Bats Zappies
Bats Battle Healer Zappies Giant Skeleton
Bats Zappies Skeleton King
Zappies Skeleton King
Zappies
Bats Zappies
Bats Battle Healer Zappies
Bats Battle Healer Zappies Giant Skeleton Mother Witch
Zappies
Bats Battle Healer Zappies Giant Skeleton Mother Witch

Counters to secondary win conditions

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

Battle Healer Zappies Void Giant Skeleton
Void Battle Healer
Zappies Giant Skeleton Bats Battle Healer
Giant Skeleton Bats Battle Healer Zappies
Giant Skeleton Battle Healer Zappies
Mother Witch Bats Zappies
Bats Battle Healer Zappies Void Giant Skeleton
Giant Skeleton Battle Healer Zappies
Void Giant Skeleton Bats Zappies
Zappies
Bats Zappies Giant Skeleton
Void Giant Skeleton
Giant Skeleton Zappies Skeleton King
Zappies
Zappies Bats Battle Healer Giant Skeleton Skeleton King
Bats Battle Healer Zappies Giant Skeleton Mother Witch Skeleton King
Void

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.)

Void Giant Skeleton
Void
Void Giant Skeleton
Void Giant Skeleton
Mother Witch Bats
Void
Bats Void
Void
Void
Void
Void
Bats
Void
Void Mother Witch
Void Giant Skeleton
Void
Void
Void
Mother Witch
Void
Void
Void
Bats Void Mother Witch
Bats Zappies Void
Void
Void
Void Zappies
Giant Skeleton
Bats Zappies Void
Zappies
Void
Skeleton King
Void Giant Skeleton
Bats Zappies Giant Skeleton Skeleton King
Bats Zappies Void
Void Giant Skeleton
Void
Void

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