My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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 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 Elixir Golem Wizard Witch Balloon Giant Skeleton Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Balloon

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.

Elixir Golem Balloon 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.

Elixir Golem Balloon 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.

Balloon 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 Elixir Golem Balloon Giant Skeleton
Giant Snowball
Bats Witch Balloon
Zap
Bats Witch Balloon
Barbarian Barrel
Elixir Golem Wizard Witch Giant Skeleton
The Log
Elixir Golem Witch Giant Skeleton
Earthquake
Elixir Golem Witch
Arrows
Bats Witch
Royal Delivery
Bats Elixir Golem Wizard Witch Balloon Giant Skeleton
Fireball
Elixir Golem Wizard Witch Balloon
Poison
Bats Elixir Golem Wizard Witch Balloon
Lightning
Wizard Witch Balloon
Rocket
Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado 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 Elixir Golem Tornado Giant Skeleton 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.

Wizard 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.

Bats Elixir Golem Tornado Wizard Witch Balloon Giant Skeleton Mega Knight

Shortest cycle

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

13 Bats Elixir Golem Tornado Wizard

Attack Synergies 4 16

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
Balloon Giant Skeleton Mega Knight Elixir Golem
Elixir Golem
Bats Wizard Tornado Witch Balloon
Wizard
Tornado Elixir Golem Balloon Giant Skeleton Mega Knight
Tornado
Wizard Elixir Golem Witch Balloon Giant Skeleton Mega Knight
Witch
Elixir Golem Tornado Giant Skeleton Mega Knight
Balloon
Bats Elixir Golem Wizard Tornado Giant Skeleton Mega Knight
Giant Skeleton
Bats Wizard Tornado Witch Balloon
Mega Knight
Bats Wizard Tornado Witch Balloon

Defense Synergies 1 9

Bats
Giant Skeleton Mega Knight
Elixir Golem
Wizard
Tornado Giant Skeleton Mega Knight
Tornado
Wizard Witch Giant Skeleton Mega Knight
Witch
Tornado Giant Skeleton Mega Knight
Balloon
Giant Skeleton
Bats Wizard Tornado Witch
Mega Knight
Bats Wizard Tornado 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
Bats Witch Mega Knight
Tornado Witch Mega Knight Bats Giant Skeleton
Witch Bats Mega Knight
Tornado Giant Skeleton Mega Knight
Tornado Bats Mega Knight
Bats Tornado Wizard Witch
Giant Skeleton Mega Knight
Witch Tornado
Tornado Giant Skeleton Mega Knight
Bats Witch Wizard Tornado Giant Skeleton Mega Knight
Bats Wizard Tornado Witch
Mega Knight Bats Wizard Witch Giant Skeleton
Wizard Mega Knight Bats Tornado Witch
Mega Knight
Tornado Mega Knight
Wizard Mega Knight Bats Tornado Witch
Mega Knight Bats Wizard Tornado Witch
Wizard Tornado Witch Bats Giant Skeleton Mega Knight
Tornado
Wizard 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
Wizard Mega Knight
Giant Skeleton Mega Knight Bats Witch
Giant Skeleton Mega Knight Bats Tornado
Giant Skeleton Witch Mega Knight
Wizard Bats Tornado Witch
Bats Witch Giant Skeleton
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 Wizard Witch
Wizard Witch Mega Knight
Witch Bats Tornado Giant Skeleton
Bats Mega Knight Wizard Witch Giant Skeleton

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

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