My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Inferno Tower Witch

Defensive buildings

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

Inferno Tower

Investments

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

Bats Royal Giant Witch Bandit Fisherman

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Fireball

Punishments

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

Royal Giant Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant 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.

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 Royal Giant Bandit Fisherman
Giant Snowball
Bats Witch Fisherman
Zap
Bats Royal Giant Inferno Tower Witch Bandit Fisherman
Barbarian Barrel
Inferno Tower Witch Bandit
The Log
Royal Giant Witch Bandit Fisherman
Earthquake
Inferno Tower Witch
Arrows
Bats Witch
Royal Delivery
Bats Witch Bandit Fisherman
Fireball
Inferno Tower Witch Bandit Fisherman
Poison
Bats Inferno Tower Witch Fisherman
Lightning
Inferno Tower Witch Bandit Fisherman
Rocket
Inferno Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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 Inferno Tower

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.

Royal Giant Fireball

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.

Fireball 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 Bandit Fisherman Fireball Inferno Tower Witch Royal Giant

Shortest cycle

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

11 Bats Arrows Bandit Fisherman

Attack Synergies 5 6

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
Royal Giant Bandit Fisherman
Arrows
Royal Giant Fireball Bandit
Royal Giant
Bats Arrows Fireball Fisherman Witch Bandit
Fireball
Arrows Royal Giant
Inferno Tower
Witch
Royal Giant Bandit
Bandit
Bats Arrows Royal Giant Witch
Fisherman
Royal Giant Bats

Defense Synergies 0 13

Bats
Inferno Tower Bandit Fisherman
Arrows
Fireball Inferno Tower Bandit
Royal Giant
Fireball
Arrows Inferno Tower Bandit
Inferno Tower
Bats Arrows Fireball Bandit Fisherman
Witch
Bandit Fisherman
Bandit
Bats Arrows Fireball Inferno Tower Witch Fisherman
Fisherman
Bats Inferno Tower Witch Bandit

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.

Fireball Inferno Tower
Inferno Tower Bats Witch Bandit Fisherman
Inferno Tower Witch Fisherman Bats Bandit
Inferno Tower Witch Bats Bandit Fisherman
Arrows Fireball
Arrows Fireball Bats Bandit
Bats Inferno Tower Arrows Fireball Witch
Arrows Fireball Inferno Tower Bandit
Inferno Tower Witch Fisherman
Inferno Tower Bandit Fisherman
Bats Witch Arrows Fireball Bandit Fisherman
Arrows Inferno Tower Bats Fireball Witch
Inferno Tower Bats Fireball Witch Bandit
Fireball Bats Arrows Witch
Inferno Tower Bandit
Inferno Tower Fireball Bandit Fisherman
Bats Arrows Fireball Inferno Tower Witch Fisherman
Arrows Fireball Bats Witch Bandit Fisherman
Arrows Witch Bats Fireball Bandit Fisherman
Inferno Tower Fisherman
Bats Arrows Fireball Witch Bandit Fisherman
Inferno Tower Fisherman

Counters to secondary win conditions

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

Fireball Inferno Tower Witch Bandit Fisherman
Fireball Bandit Arrows Fisherman
Bandit Bats Inferno Tower Witch Fisherman
Bats Fireball Inferno Tower Bandit Fisherman
Inferno Tower Witch Bandit Fisherman
Arrows Fireball Bats Witch
Bats Fireball Inferno Tower Witch Bandit
Inferno Tower Fisherman
Bats Fireball Inferno Tower Witch Bandit
Inferno Tower Witch
Bats Inferno Tower Witch
Arrows Fireball
Fireball Inferno Tower Witch Bandit
Fireball Witch
Inferno Tower Witch Bats Fireball Fisherman
Bats Arrows Fireball Inferno Tower Witch
Arrows Fireball Inferno Tower

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.)

Fireball Arrows Bandit
Arrows Fireball Bandit Fisherman
Arrows Fireball Bandit
Arrows Fireball
Fireball Arrows
Arrows Fireball Bats Witch
Arrows Witch
Arrows Fireball
Arrows Fireball Bandit Fisherman
Bats Fireball Fisherman
Arrows Fireball Bandit Fisherman
Fireball Arrows
Fireball Bandit Fisherman
Arrows Fireball Bandit Fisherman
Arrows Fireball Fisherman
Arrows Fireball Witch Bandit
Arrows Fireball Bandit
Arrows Fireball
Bats Fisherman
Arrows Fireball Bandit Fisherman
Arrows Fireball Witch
Fireball
Arrows Fireball
Fisherman
Arrows Fireball
Arrows Fireball Witch
Witch Fisherman
Arrows Fireball Witch Bandit Fisherman
Fireball Arrows Witch Bandit Fisherman
Fireball Arrows Bandit Fisherman
Bats Arrows Fireball Witch
Bats Fireball Witch
Fireball
Arrows Fireball Bandit
Arrows Fireball
Arrows Fireball
Bats Fireball Witch Bandit
Fireball Arrows Witch
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Bats Fireball Witch
Bats Fireball Witch
Fireball Witch Bandit
Fireball
Fisherman

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