My Best Clash Royale Deck

Deck Check Rating

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

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 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 Witch Electro Dragon

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.

Skeletons Bats Witch Electro Dragon Giant Skeleton

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.

Tornado

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.

Giant Skeleton

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 Dragon Giant Skeleton

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
Skeletons Bats Clone Giant Skeleton
Giant Snowball
Skeletons Bats Cannon Clone Witch Electro Dragon
Zap
Skeletons Bats Cannon Clone Witch
Barbarian Barrel
Skeletons Cannon Clone Witch Giant Skeleton
The Log
Skeletons Cannon Clone Witch Giant Skeleton
Earthquake
Skeletons Cannon Clone Witch
Arrows
Skeletons Bats Clone Witch
Royal Delivery
Skeletons Bats Clone Witch Electro Dragon Giant Skeleton
Fireball
Cannon Clone Witch Electro Dragon
Poison
Bats Cannon Clone Witch Electro Dragon
Lightning
Cannon Witch Electro Dragon
Rocket
Witch Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Tornado Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Electro Dragon

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 Clone Tornado Giant Skeleton

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Cannon Clone Tornado Witch Electro Dragon Giant Skeleton

Shortest cycle

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

9 Skeletons Bats Cannon Clone

Attack Synergies 2 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.

Skeletons
Bats
Giant Skeleton Clone
Cannon
Clone
Giant Skeleton Bats Witch
Tornado
Witch Electro Dragon Giant Skeleton
Witch
Clone Tornado Giant Skeleton
Electro Dragon
Tornado Giant Skeleton
Giant Skeleton
Bats Clone Tornado Witch Electro Dragon

Defense Synergies 1 15

Skeletons
Cannon Bats Tornado Witch Electro Dragon Giant Skeleton
Bats
Skeletons Cannon Giant Skeleton
Cannon
Skeletons Bats Witch Electro Dragon
Clone
Tornado
Skeletons Witch Electro Dragon Giant Skeleton
Witch
Skeletons Cannon Tornado Electro Dragon Giant Skeleton
Electro Dragon
Skeletons Cannon Tornado Witch Giant Skeleton
Giant Skeleton
Skeletons Bats Tornado Witch Electro Dragon

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 Electro Dragon
Skeletons Bats Cannon Witch Electro Dragon
Cannon Tornado Witch Skeletons Bats Electro Dragon Giant Skeleton
Cannon Witch Skeletons Bats Electro Dragon
Tornado Giant Skeleton
Tornado Skeletons Bats Cannon Electro Dragon
Bats Tornado Cannon Witch Electro Dragon
Cannon Electro Dragon Giant Skeleton
Cannon Witch Skeletons Tornado
Tornado Skeletons Cannon Giant Skeleton
Bats Witch Skeletons Cannon Tornado Electro Dragon Giant Skeleton
Bats Tornado Witch Electro Dragon
Cannon Skeletons Bats Witch Electro Dragon Giant Skeleton
Bats Cannon Tornado Witch Electro Dragon
Cannon
Tornado Cannon
Skeletons Bats Cannon Tornado Witch Electro Dragon
Cannon Bats Tornado Witch Electro Dragon
Tornado Witch Bats Cannon Electro Dragon Giant Skeleton
Cannon Tornado
Bats Cannon Witch Electro Dragon Giant Skeleton

Counters to secondary win conditions

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

Skeletons Witch Giant Skeleton
Electro Dragon
Giant Skeleton Skeletons Bats Witch Electro Dragon
Giant Skeleton Bats Tornado
Giant Skeleton Skeletons Cannon Witch
Skeletons Bats Tornado Witch Electro Dragon
Skeletons Bats Witch Giant Skeleton
Giant Skeleton
Electro Dragon Giant Skeleton Skeletons Bats Tornado Witch
Witch Skeletons Cannon
Bats Witch Electro Dragon Giant Skeleton
Tornado Giant Skeleton
Giant Skeleton Skeletons Cannon Witch
Cannon Witch Electro Dragon
Witch Electro Dragon Skeletons Bats Tornado Giant Skeleton
Bats Cannon Witch Electro Dragon Giant Skeleton
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.)

Electro Dragon Giant Skeleton
Tornado Electro Dragon
Electro Dragon Giant Skeleton
Giant Skeleton
Bats Tornado Witch Electro Dragon
Tornado Witch
Tornado Electro Dragon
Tornado Electro Dragon
Bats Tornado Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon
Electro Dragon
Witch Electro Dragon
Electro Dragon
Tornado
Bats
Electro Dragon
Tornado Witch Electro Dragon
Giant Skeleton
Tornado
Tornado
Electro Dragon
Tornado Witch Electro Dragon
Witch
Tornado Witch Electro Dragon
Tornado Witch Electro Dragon
Tornado
Bats Tornado Witch Electro Dragon
Electro Dragon Bats Witch
Electro Dragon
Electro Dragon
Giant Skeleton
Bats Witch Electro Dragon
Tornado Witch Electro Dragon
Electro Dragon
Electro Dragon
Tornado Giant Skeleton
Electro Dragon
Electro Dragon Bats Tornado Witch Giant Skeleton
Bats Tornado Witch Electro Dragon
Electro Dragon Tornado Witch Giant Skeleton
Electro Dragon

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