My Best Clash Royale Deck

Deck Check Rating

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

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 Tesla Wizard Witch

Defensive buildings

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

Tesla

Investments

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

Bats Tesla Elixir Golem Wizard Witch Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Rage

Punishments

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

Elixir Golem 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 Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Mega Knight

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.

Bats Elixir Golem Rage Skeleton Army Mega Knight

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Elixir Golem Skeleton Army Tesla Wizard Witch Mega Knight

Shortest cycle

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

10 Bats Rage Elixir Golem Skeleton Army

Attack Synergies 3 7

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 Elixir Golem Rage
Tesla
Elixir Golem
Rage Bats Wizard Witch
Wizard
Elixir Golem Rage Mega Knight
Rage
Elixir Golem Witch Bats Wizard
Skeleton Army
Witch
Rage Elixir Golem Mega Knight
Mega Knight
Bats Wizard Witch

Defense Synergies 0 7

Bats
Tesla Mega Knight
Tesla
Bats Wizard Skeleton Army
Elixir Golem
Wizard
Tesla Skeleton Army Mega Knight
Rage
Skeleton Army
Tesla Wizard
Witch
Mega Knight
Mega Knight
Bats 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.

Tesla Wizard
Skeleton Army Bats Tesla Witch Mega Knight
Tesla Skeleton Army Witch Mega Knight Bats
Tesla Skeleton Army Witch Bats Mega Knight
Skeleton Army Mega Knight
Skeleton Army Bats Tesla Mega Knight
Bats Tesla Wizard Witch
Tesla Mega Knight
Tesla Witch Skeleton Army
Skeleton Army Tesla Mega Knight
Bats Skeleton Army Witch Tesla Wizard Mega Knight
Tesla Bats Wizard Witch
Tesla Skeleton Army Mega Knight Bats Wizard Witch
Wizard Skeleton Army Mega Knight Bats Tesla Witch
Skeleton Army Tesla Mega Knight
Skeleton Army Tesla Mega Knight
Tesla Wizard Mega Knight Bats Skeleton Army Witch
Tesla Mega Knight Bats Wizard Skeleton Army Witch
Wizard Witch Bats Tesla Mega Knight
Tesla
Wizard Skeleton Army Mega Knight Bats Tesla Witch
Tesla Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Mega Knight Tesla Witch
Tesla Wizard Mega Knight
Skeleton Army Mega Knight Bats Witch
Skeleton Army Mega Knight Bats Tesla
Tesla Skeleton Army Witch Mega Knight
Wizard Bats Tesla Witch
Skeleton Army Bats Tesla Witch
Mega Knight Tesla Skeleton Army
Mega Knight Bats Skeleton Army Witch
Witch Tesla Skeleton Army
Mega Knight Bats Tesla Witch
Skeleton Army Mega Knight
Skeleton Army Mega Knight Tesla Wizard Witch
Wizard Tesla Skeleton Army Witch Mega Knight
Tesla Skeleton Army Witch Bats
Bats Mega Knight Tesla Wizard Witch

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.)

Wizard Mega Knight
Wizard Bats Witch
Wizard Witch
Wizard
Wizard
Bats
Wizard
Wizard
Wizard Witch
Wizard Mega Knight
Bats
Wizard Mega Knight
Wizard Witch Mega Knight
Mega Knight
Wizard
Wizard Witch Mega Knight
Witch
Wizard Witch
Wizard Witch Mega Knight
Bats Wizard Witch
Bats Wizard Witch
Wizard Mega Knight
Mega Knight
Wizard
Bats Skeleton Army Witch
Wizard Witch
Wizard Mega Knight
Wizard
Mega Knight
Bats Witch
Bats Witch
Witch Mega Knight
Wizard Mega Knight

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