My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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 Mega Minion Night 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 Mega Minion Golem Bandit Night Witch Mega Knight

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 Rage

Punishments

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

Bandit 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.

Golem Bandit 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.

Golem Bandit

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 Bandit Night Witch
Giant Snowball
Bats Mega Minion Night Witch
Zap
Bats Bandit Night Witch
Barbarian Barrel
Bandit Night Witch
The Log
Bandit
Earthquake
Arrows
Bats Night Witch
Royal Delivery
Bats Mega Minion Bandit Night Witch
Fireball
Mega Minion Bandit Night Witch
Poison
Bats Mega Minion Night Witch
Lightning
Mega Minion Bandit Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Mega Minion Rage Golem Night Witch Mega Knight

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 Rage Arrows Mega Minion Bandit Night Witch Mega Knight Golem

Shortest cycle

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

10 Bats Rage Arrows Mega Minion

Attack Synergies 4 13

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 Mega Minion Rage Golem Bandit
Arrows
Golem Mega Minion Bandit Night Witch Mega Knight
Mega Minion
Golem Bats Arrows Mega Knight
Rage
Bats Night Witch
Golem
Arrows Mega Minion Night Witch Bats Bandit
Bandit
Bats Arrows Golem Mega Knight
Night Witch
Golem Arrows Rage Mega Knight
Mega Knight
Bats Arrows Mega Minion Bandit Night Witch

Defense Synergies 1 9

Bats
Bandit Mega Knight
Arrows
Mega Knight Mega Minion Bandit
Mega Minion
Arrows Bandit Night Witch Mega Knight
Rage
Golem
Bandit
Bats Arrows Mega Minion Mega Knight
Night Witch
Mega Minion Mega Knight
Mega Knight
Arrows Bats Mega Minion Bandit Night 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.

Mega Minion
Bats Mega Minion Bandit Night Witch Mega Knight
Mega Knight Bats Mega Minion Bandit Night Witch
Night Witch Bats Mega Minion Bandit Mega Knight
Arrows Mega Knight
Arrows Bats Mega Minion Bandit Night Witch Mega Knight
Bats Mega Minion Arrows Night Witch
Arrows Bandit Mega Knight
Night Witch
Bandit Night Witch Mega Knight
Bats Arrows Mega Minion Bandit Night Witch Mega Knight
Arrows Mega Minion Bats Night Witch
Night Witch Mega Knight Bats Bandit
Mega Knight Bats Arrows Mega Minion Night Witch
Bandit Mega Knight
Bandit Mega Knight
Mega Knight Bats Arrows Night Witch
Arrows Mega Knight Bats Mega Minion Bandit Night Witch
Arrows Bats Mega Minion Bandit Mega Knight
Mega Knight Bats Arrows Bandit Night Witch

Counters to secondary win conditions

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

Mega Knight Bandit
Bandit Arrows Mega Minion Mega Knight
Bandit Mega Knight Bats
Mega Knight Bats Bandit Night Witch
Bandit Night Witch Mega Knight
Arrows Bats
Bats Mega Minion Bandit Night Witch
Mega Knight
Mega Knight Bats Mega Minion Bandit
Mega Minion
Mega Knight Bats Mega Minion
Mega Knight Arrows
Mega Knight Bandit Night Witch
Mega Knight
Bats Mega Minion Night Witch
Bats Arrows Mega Knight Mega Minion
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 Bandit
Arrows Bandit
Arrows Bandit
Arrows
Arrows Mega Knight
Arrows Bats Mega Minion
Arrows
Arrows
Arrows Bandit
Bats Night Witch
Arrows Bandit
Arrows
Bandit
Arrows Bandit
Arrows
Arrows Bandit
Arrows Bandit Mega Knight
Arrows
Bats Night Witch
Arrows Mega Minion Bandit Mega Knight
Arrows Mega Knight
Night Witch Mega Knight
Arrows
Arrows
Arrows Mega Knight
Mega Minion
Arrows Bandit
Arrows Bandit Mega Knight
Arrows Bandit
Bats Arrows Night Witch
Bats Mega Minion
Mega Minion Night Witch
Arrows Bandit Night Witch Mega Knight
Arrows
Mega Knight
Arrows
Bats Bandit Night Witch
Arrows Mega Minion
Arrows
Mega Minion Mega Knight
Arrows
Arrows
Mega Minion Mega Knight
Bats
Bats
Bandit Mega Knight

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