My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
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 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 Wizard 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 Battle Ram Wizard Witch Giant Skeleton

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Arrows Battle Ram Rage Skeleton Army Giant Skeleton

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 Arrows Skeleton Army Battle Ram Wizard Witch Giant Skeleton

Shortest cycle

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

10 Bats Rage Arrows Skeleton Army

Attack Synergies 2 9

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
Giant Skeleton Battle Ram Rage
Arrows
Battle Ram Giant Skeleton
Battle Ram
Bats Arrows Witch
Wizard
Rage Giant Skeleton
Rage
Witch Bats Wizard Giant Skeleton
Skeleton Army
Witch
Rage Battle Ram Giant Skeleton
Giant Skeleton
Bats Arrows Wizard Rage Witch

Defense Synergies 0 6

Bats
Giant Skeleton
Arrows
Giant Skeleton
Battle Ram
Wizard
Skeleton Army Giant Skeleton
Rage
Skeleton Army
Wizard Giant Skeleton
Witch
Giant Skeleton
Giant Skeleton
Bats Arrows Wizard Skeleton Army 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.

Wizard
Skeleton Army Bats Witch
Skeleton Army Witch Bats Giant Skeleton
Skeleton Army Witch Bats
Arrows Skeleton Army Giant Skeleton
Arrows Skeleton Army Bats
Bats Arrows Wizard Witch
Arrows Giant Skeleton
Witch Skeleton Army
Skeleton Army Giant Skeleton
Bats Skeleton Army Witch Arrows Wizard Giant Skeleton
Arrows Bats Wizard Witch
Skeleton Army Bats Wizard Witch Giant Skeleton
Wizard Skeleton Army Bats Arrows Witch
Skeleton Army
Skeleton Army
Wizard Bats Arrows Skeleton Army Witch
Arrows Bats Wizard Skeleton Army Witch
Arrows Wizard Witch Bats Giant Skeleton
Wizard Skeleton Army Bats Arrows Witch Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Witch Giant Skeleton
Arrows Wizard
Skeleton Army Giant Skeleton Bats Witch
Skeleton Army Giant Skeleton Bats
Giant Skeleton Skeleton Army Witch
Arrows Wizard Bats Witch
Skeleton Army Bats Witch Giant Skeleton
Giant Skeleton Skeleton Army
Giant Skeleton Bats Skeleton Army Witch
Witch Skeleton Army
Bats Witch Giant Skeleton
Skeleton Army Arrows Giant Skeleton
Skeleton Army Giant Skeleton Wizard Witch
Wizard Skeleton Army Witch
Skeleton Army Witch Bats Giant Skeleton
Bats Arrows Wizard Witch Giant Skeleton
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 Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Giant Skeleton
Wizard Arrows
Arrows Wizard Bats Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Bats
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Bats
Arrows Wizard
Arrows Wizard Witch
Giant Skeleton
Arrows Wizard
Arrows
Arrows Wizard Witch
Witch
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Bats Arrows Wizard Witch
Bats Wizard Witch
Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Bats Skeleton Army Witch
Arrows Wizard Witch
Arrows
Wizard
Arrows Wizard
Arrows Giant Skeleton
Bats Witch Giant Skeleton
Bats Witch
Witch Giant Skeleton

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