My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground 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 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 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!
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 Flying Machine Witch

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Battle Ram Flying Machine Witch Prince Bandit

Offensive cards

Win conditions

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

Battle Ram Hog Rider

Damage spells

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

Missing

Punishments

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

Battle Ram Hog Rider Prince Bandit

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.

Battle Ram Flying Machine Hog Rider Prince Bandit

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.

Hog Rider 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 Battle Ram Hog Rider Prince Bandit
Giant Snowball
Bats Cannon Battle Ram Flying Machine Hog Rider Witch
Zap
Bats Cannon Battle Ram Flying Machine Witch Prince Bandit
Barbarian Barrel
Cannon Battle Ram Witch Bandit
The Log
Cannon Battle Ram Hog Rider Witch Prince Bandit
Earthquake
Cannon Hog Rider Witch
Arrows
Bats Flying Machine Witch
Royal Delivery
Bats Battle Ram Flying Machine Hog Rider Witch Prince Bandit
Fireball
Cannon Battle Ram Flying Machine Hog Rider Witch Bandit
Poison
Bats Cannon Flying Machine Witch
Lightning
Cannon Battle Ram Witch Prince Bandit
Rocket
Hog Rider Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Ram Prince

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.

Bats Cannon Bandit Battle Ram Flying Machine Hog Rider Witch Prince

Shortest cycle

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

12 Bats Cannon Bandit Battle Ram

Attack Synergies 2 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
Hog Rider Battle Ram Flying Machine Prince Bandit
Cannon
Battle Ram
Bandit Bats Flying Machine Witch
Flying Machine
Bats Battle Ram Hog Rider Prince
Hog Rider
Bats Flying Machine Witch Prince Bandit
Witch
Battle Ram Hog Rider Prince Bandit
Prince
Bats Flying Machine Hog Rider Witch
Bandit
Battle Ram Bats Hog Rider Witch

Defense Synergies 0 11

Bats
Cannon Prince Bandit
Cannon
Bats Flying Machine Witch Prince Bandit
Battle Ram
Flying Machine
Cannon Prince Bandit
Hog Rider
Witch
Cannon Prince Bandit
Prince
Bats Cannon Flying Machine Witch
Bandit
Bats Cannon Flying Machine 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.

Cannon Flying Machine
Bats Cannon Flying Machine Witch Prince Bandit
Cannon Witch Prince Bats Bandit
Cannon Witch Prince Bats Bandit
Prince
Bats Cannon Flying Machine Bandit
Bats Cannon Flying Machine Witch
Cannon Flying Machine Bandit
Cannon Witch Prince
Cannon Prince Bandit
Bats Witch Cannon Flying Machine Bandit
Bats Flying Machine Witch
Cannon Prince Bats Flying Machine Witch Bandit
Bats Cannon Witch Prince
Cannon Prince Bandit
Cannon Prince Bandit
Bats Cannon Witch Prince
Cannon Bats Flying Machine Witch Prince Bandit
Witch Bats Cannon Flying Machine Bandit
Cannon Prince
Bats Cannon Flying Machine Witch Prince Bandit
Cannon

Counters to secondary win conditions

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

Witch Prince Bandit
Bandit Flying Machine Prince
Bandit Bats Witch Prince
Prince Bats Bandit
Cannon Witch Prince Bandit
Bats Flying Machine Witch
Prince Bats Flying Machine Witch Bandit
Prince
Bats Flying Machine Witch Prince Bandit
Witch Cannon
Bats Flying Machine Witch Prince
Prince
Prince Cannon Witch Bandit
Cannon Flying Machine Witch
Witch Bats Flying Machine Prince
Bats Cannon Flying Machine Witch
Cannon

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.)

Flying Machine Bandit
Flying Machine Bandit
Flying Machine Bandit
Flying Machine Prince
Bats Flying Machine Witch
Flying Machine Witch
Flying Machine
Flying Machine Bandit
Bats Prince
Flying Machine Prince Bandit
Flying Machine
Flying Machine Bandit
Flying Machine Bandit
Flying Machine Prince
Flying Machine Witch Bandit
Flying Machine Bandit
Bats
Flying Machine Prince Bandit
Flying Machine Witch
Prince
Prince
Flying Machine
Witch
Witch
Flying Machine Witch Bandit
Flying Machine Witch Prince Bandit
Bandit
Bats Flying Machine Witch
Bats Flying Machine Witch
Bandit
Prince
Bats Flying Machine Witch Prince Bandit
Flying Machine Witch
Flying Machine Prince
Flying Machine
Flying Machine Prince
Bats Flying Machine Witch
Bats Flying Machine Witch
Flying Machine Witch Prince Bandit
Prince

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: