My Best Clash Royale Deck

Deck Check Rating

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

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 Flying Machine Baby Dragon 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 Baby Dragon 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

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 Flying Machine Baby Dragon 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 Giant Skeleton
Giant Snowball
Bats Cannon Battle Ram Flying Machine Baby Dragon Witch
Zap
Bats Cannon Battle Ram Flying Machine Witch
Barbarian Barrel
Cannon Battle Ram Witch Giant Skeleton
The Log
Cannon Battle Ram Witch Giant Skeleton
Earthquake
Cannon Witch
Arrows
Bats Flying Machine Witch
Royal Delivery
Bats Battle Ram Flying Machine Baby Dragon Witch Giant Skeleton
Fireball
Cannon Battle Ram Flying Machine Baby Dragon Witch
Poison
Bats Cannon Flying Machine Witch
Lightning
Cannon Battle Ram Baby Dragon Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby 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 Arrows Battle Ram Baby Dragon 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Cannon Battle Ram Flying Machine Baby Dragon Witch Giant Skeleton

Shortest cycle

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

12 Bats Arrows Cannon Battle Ram

Attack Synergies 1 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
Giant Skeleton Battle Ram Flying Machine Baby Dragon
Arrows
Battle Ram Giant Skeleton
Cannon
Battle Ram
Bats Arrows Flying Machine Baby Dragon Witch
Flying Machine
Bats Battle Ram Baby Dragon Giant Skeleton
Baby Dragon
Bats Battle Ram Flying Machine Witch Giant Skeleton
Witch
Battle Ram Baby Dragon Giant Skeleton
Giant Skeleton
Bats Arrows Flying Machine Baby Dragon Witch

Defense Synergies 0 13

Bats
Cannon Baby Dragon Giant Skeleton
Arrows
Cannon Giant Skeleton
Cannon
Bats Arrows Flying Machine Baby Dragon Witch
Battle Ram
Flying Machine
Cannon Baby Dragon Giant Skeleton
Baby Dragon
Bats Cannon Flying Machine Witch Giant Skeleton
Witch
Cannon Baby Dragon Giant Skeleton
Giant Skeleton
Bats Arrows Flying Machine Baby Dragon 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 Baby Dragon
Bats Cannon Flying Machine Witch
Cannon Witch Bats Giant Skeleton
Cannon Witch Bats
Arrows Giant Skeleton
Arrows Bats Cannon Flying Machine Baby Dragon
Bats Arrows Cannon Flying Machine Baby Dragon Witch
Arrows Cannon Flying Machine Baby Dragon Giant Skeleton
Cannon Witch
Cannon Giant Skeleton
Bats Witch Arrows Cannon Flying Machine Baby Dragon Giant Skeleton
Arrows Bats Flying Machine Baby Dragon Witch
Cannon Bats Flying Machine Witch Giant Skeleton
Bats Arrows Cannon Baby Dragon Witch
Cannon
Cannon
Bats Arrows Cannon Witch
Arrows Cannon Bats Flying Machine Baby Dragon Witch
Arrows Baby Dragon Witch Bats Cannon Flying Machine Giant Skeleton
Cannon
Bats Arrows Cannon Flying Machine Baby Dragon Witch Giant Skeleton
Cannon

Counters to secondary win conditions

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

Witch Giant Skeleton
Arrows Flying Machine Baby Dragon
Giant Skeleton Bats Witch
Giant Skeleton Bats
Giant Skeleton Cannon Witch
Arrows Bats Flying Machine Baby Dragon Witch
Bats Flying Machine Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Bats Flying Machine Baby Dragon Witch
Witch Cannon
Bats Flying Machine Witch Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Cannon Witch
Cannon Flying Machine Baby Dragon Witch
Witch Bats Flying Machine Baby Dragon Giant Skeleton
Bats Arrows Cannon Flying Machine Baby Dragon Witch Giant Skeleton
Arrows 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.)

Arrows Flying Machine Baby Dragon Giant Skeleton
Arrows Flying Machine Baby Dragon
Arrows Flying Machine Baby Dragon Giant Skeleton
Arrows Flying Machine Giant Skeleton
Arrows Baby Dragon
Arrows Bats Flying Machine Baby Dragon Witch
Arrows Flying Machine Baby Dragon Witch
Arrows Flying Machine Baby Dragon
Arrows Flying Machine
Bats
Arrows Flying Machine
Arrows Flying Machine Baby Dragon
Flying Machine Baby Dragon
Arrows Flying Machine Baby Dragon
Arrows Flying Machine Baby Dragon
Arrows Flying Machine Baby Dragon Witch
Arrows Flying Machine Baby Dragon
Arrows
Bats
Arrows Flying Machine Baby Dragon
Arrows Flying Machine Baby Dragon Witch
Baby Dragon Giant Skeleton
Arrows
Arrows Flying Machine Baby Dragon
Arrows Baby Dragon Witch
Witch
Arrows Flying Machine Baby Dragon Witch
Arrows Flying Machine Baby Dragon Witch
Arrows Baby Dragon
Bats Arrows Flying Machine Baby Dragon Witch
Bats Flying Machine Witch
Arrows
Arrows
Giant Skeleton
Arrows
Bats Flying Machine Witch
Arrows Flying Machine Baby Dragon Witch
Arrows
Flying Machine Baby Dragon
Arrows Flying Machine Baby Dragon
Arrows Giant Skeleton
Flying Machine
Bats Flying Machine Baby Dragon Witch Giant Skeleton
Bats Flying Machine Witch
Flying Machine Baby Dragon Witch Giant Skeleton

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