My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Mega Minion Witch Inferno Dragon

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 Mega Minion Witch Golem Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows

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.

Electro Spirit Golem

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.

Electro Spirit Golem

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 Skeleton Army Inferno Dragon
Giant Snowball
Bats Mega Minion Skeleton Army Witch Inferno Dragon
Zap
Bats Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Electro Spirit Skeleton Army Witch
The Log
Electro Spirit Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Electro Spirit Bats Skeleton Army Witch
Royal Delivery
Electro Spirit Bats Mega Minion Skeleton Army Witch Inferno Dragon
Fireball
Mega Minion Skeleton Army Witch Inferno Dragon
Poison
Bats Mega Minion Skeleton Army Witch
Lightning
Mega Minion Witch Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows

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.

Electro Spirit Bats Arrows Mega Minion Skeleton Army Golem Inferno Dragon

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.

Skeleton Army

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats Arrows Mega Minion Skeleton Army Inferno Dragon Witch Golem

Shortest cycle

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

9 Electro Spirit Bats Arrows Mega Minion

Attack Synergies 3 6

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.

Electro Spirit
Mega Minion Golem
Bats
Mega Minion Golem Inferno Dragon
Arrows
Golem Mega Minion
Mega Minion
Electro Spirit Golem Bats Arrows
Skeleton Army
Witch
Golem
Golem
Arrows Mega Minion Electro Spirit Bats Witch
Inferno Dragon
Bats

Defense Synergies 1 5

Electro Spirit
Mega Minion
Bats
Inferno Dragon
Arrows
Mega Minion
Mega Minion
Electro Spirit Arrows Skeleton Army Witch
Skeleton Army
Mega Minion Inferno Dragon
Witch
Mega Minion
Golem
Inferno Dragon
Bats Skeleton Army

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.

Mega Minion
Skeleton Army Inferno Dragon Bats Mega Minion Witch
Skeleton Army Witch Bats Mega Minion Inferno Dragon
Skeleton Army Witch Inferno Dragon Bats Mega Minion
Arrows Skeleton Army
Arrows Skeleton Army Electro Spirit Bats Mega Minion
Bats Mega Minion Inferno Dragon Electro Spirit Arrows Witch
Electro Spirit Arrows
Witch Inferno Dragon Skeleton Army
Skeleton Army
Bats Skeleton Army Witch Electro Spirit Arrows Mega Minion
Arrows Mega Minion Inferno Dragon Bats Witch
Skeleton Army Bats Witch
Skeleton Army Electro Spirit Bats Arrows Mega Minion Witch
Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Bats Arrows Skeleton Army Witch
Arrows Electro Spirit Bats Mega Minion Skeleton Army Witch
Arrows Witch Electro Spirit Bats Mega Minion Inferno Dragon
Inferno Dragon
Skeleton Army Electro Spirit Bats Arrows Witch
Skeleton Army Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Witch
Arrows Mega Minion Inferno Dragon
Skeleton Army Bats Witch
Skeleton Army Bats
Skeleton Army Witch Inferno Dragon
Arrows Electro Spirit Bats Witch
Skeleton Army Bats Mega Minion Witch
Skeleton Army Inferno Dragon
Electro Spirit Bats Mega Minion Skeleton Army Witch Inferno Dragon
Witch Mega Minion Skeleton Army Inferno Dragon
Inferno Dragon Bats Mega Minion Witch
Skeleton Army Arrows
Skeleton Army Witch
Skeleton Army Witch
Skeleton Army Witch Electro Spirit Bats Mega Minion Inferno Dragon
Bats Arrows Electro Spirit Mega Minion Witch Inferno Dragon
Electro Spirit Arrows

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
Arrows
Arrows
Arrows
Arrows
Arrows Electro Spirit Bats Mega Minion Witch
Arrows Witch
Arrows
Arrows
Bats
Arrows
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Bats
Arrows Mega Minion
Arrows Witch
Arrows
Arrows
Arrows Electro Spirit Witch
Mega Minion Witch Inferno Dragon
Arrows Witch
Arrows Witch
Arrows
Bats Arrows Witch
Electro Spirit Bats Mega Minion Witch
Mega Minion
Arrows
Electro Spirit Arrows
Arrows
Electro Spirit Bats Skeleton Army Witch
Arrows Mega Minion Witch
Arrows
Mega Minion
Arrows
Arrows
Mega Minion
Electro Spirit Bats Witch
Bats Witch
Witch
Inferno Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: