My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Firecracker Wizard Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

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 Goblin Cage Wizard Witch 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.

Arrows Rage

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.

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.

Firecracker

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 Snowball
Bats Witch
Zap
Bats Firecracker Witch
Barbarian Barrel
Firecracker Goblin Cage Wizard Witch
The Log
Firecracker Goblin Cage Witch
Earthquake
Firecracker Goblin Cage Witch
Arrows
Bats Firecracker Witch
Royal Delivery
Bats Firecracker Goblin Cage Wizard Witch
Fireball
Firecracker Goblin Cage Wizard Witch
Poison
Bats Firecracker Goblin Cage Wizard Witch
Lightning
Goblin Cage Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard 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 Arrows Rage 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Rage Arrows Firecracker Goblin Cage Wizard Witch Mega Knight

Shortest cycle

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

10 Bats Rage Arrows Firecracker

Attack Synergies 2 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
Mega Knight Firecracker Goblin Cage Rage
Arrows
Mega Knight
Firecracker
Bats Goblin Cage Mega Knight
Goblin Cage
Bats Firecracker Witch
Wizard
Rage Mega Knight
Rage
Witch Bats Wizard
Witch
Rage Goblin Cage Mega Knight
Mega Knight
Bats Arrows Firecracker Wizard Witch

Defense Synergies 1 9

Bats
Firecracker Goblin Cage Mega Knight
Arrows
Mega Knight
Firecracker
Bats Goblin Cage Mega Knight
Goblin Cage
Bats Firecracker Wizard Witch
Wizard
Goblin Cage Mega Knight
Rage
Witch
Goblin Cage Mega Knight
Mega Knight
Arrows Bats Firecracker Wizard 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.

Firecracker Goblin Cage Wizard
Bats Firecracker Goblin Cage Witch Mega Knight
Goblin Cage Witch Mega Knight Bats
Goblin Cage Witch Bats Firecracker Mega Knight
Arrows Firecracker Goblin Cage Mega Knight
Arrows Bats Firecracker Mega Knight
Bats Arrows Firecracker Goblin Cage Wizard Witch
Arrows Goblin Cage Mega Knight
Witch Goblin Cage
Firecracker Mega Knight
Bats Witch Arrows Firecracker Wizard Mega Knight
Arrows Bats Firecracker Wizard Witch
Goblin Cage Mega Knight Bats Wizard Witch
Wizard Mega Knight Bats Arrows Firecracker Goblin Cage Witch
Goblin Cage Mega Knight
Goblin Cage Mega Knight
Wizard Mega Knight Bats Arrows Firecracker Goblin Cage Witch
Arrows Goblin Cage Mega Knight Bats Firecracker Wizard Witch
Arrows Goblin Cage Wizard Witch Bats Firecracker Mega Knight
Goblin Cage
Wizard Mega Knight Bats Arrows Firecracker Witch

Counters to secondary win conditions

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

Mega Knight Goblin Cage Witch
Arrows Firecracker Wizard Mega Knight
Mega Knight Bats Goblin Cage Witch
Mega Knight Bats Goblin Cage
Goblin Cage Witch Mega Knight
Arrows Firecracker Wizard Bats Witch
Bats Goblin Cage Witch
Mega Knight Goblin Cage
Goblin Cage Mega Knight Bats Firecracker Witch
Witch Goblin Cage
Mega Knight Bats Goblin Cage Witch
Mega Knight Arrows Goblin Cage
Mega Knight Goblin Cage Wizard Witch
Wizard Firecracker Goblin Cage Witch Mega Knight
Witch Bats Firecracker Goblin Cage
Bats Arrows Mega Knight Firecracker Goblin Cage Wizard Witch
Arrows Goblin Cage

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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Wizard Arrows Firecracker Mega Knight
Arrows Firecracker Wizard Bats Witch
Arrows Firecracker Wizard Witch
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Bats
Firecracker Arrows Wizard
Arrows Firecracker Wizard
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Wizard Witch
Arrows Firecracker Wizard Mega Knight
Arrows
Bats
Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard Witch Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Firecracker Wizard Witch Mega Knight
Witch
Arrows Firecracker Wizard Witch
Arrows Wizard Witch Mega Knight
Arrows Firecracker
Bats Arrows Firecracker Wizard Witch
Bats Firecracker Wizard Witch
Arrows Wizard Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker Wizard
Bats Witch
Arrows Firecracker Wizard Witch
Arrows
Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
Arrows
Firecracker Mega Knight
Bats Firecracker Witch
Firecracker Bats Witch
Firecracker Witch Mega Knight
Firecracker Wizard Mega Knight

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