My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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 Wizard Witch Giant Skeleton Mega Knight

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.

Arrows

Punishments

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

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.

Giant Skeleton Mega Knight

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 Clone Giant Skeleton
Giant Snowball
Bats Clone Witch
Zap
Bats Clone Witch
Barbarian Barrel
Wizard Clone Witch Giant Skeleton
The Log
Clone Witch Giant Skeleton
Earthquake
Clone Witch
Arrows
Bats Clone Witch
Royal Delivery
Bats Wizard Clone Witch Giant Skeleton
Fireball
Wizard Clone Witch
Poison
Bats Wizard Clone Witch
Lightning
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 Mega Knight

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 Clone Giant Skeleton Mega Knight

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Arrows Clone Wizard Witch Giant Skeleton Mega Knight

Shortest cycle

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

8 Mirror Bats Arrows Clone

Attack Synergies 4 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 Mega Knight Clone
Arrows
Mirror Giant Skeleton Mega Knight
Wizard
Giant Skeleton Mega Knight
Mirror
Arrows Giant Skeleton
Clone
Giant Skeleton Bats Witch
Witch
Clone Giant Skeleton Mega Knight
Giant Skeleton
Bats Clone Arrows Wizard Mirror Witch
Mega Knight
Bats Arrows Wizard Witch

Defense Synergies 2 8

Bats
Giant Skeleton Mega Knight
Arrows
Mirror Mega Knight Giant Skeleton
Wizard
Giant Skeleton Mega Knight
Mirror
Arrows Mega Knight
Clone
Witch
Giant Skeleton Mega Knight
Giant Skeleton
Bats Arrows Wizard Witch
Mega Knight
Arrows Bats Wizard Mirror 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
Bats Witch Mega Knight
Witch Mega Knight Bats Giant Skeleton
Witch Bats Mega Knight
Arrows Giant Skeleton Mega Knight
Arrows Bats Mega Knight
Bats Arrows Wizard Witch
Arrows Giant Skeleton Mega Knight
Witch
Giant Skeleton Mega Knight
Bats Witch Arrows Wizard Giant Skeleton Mega Knight
Arrows Bats Wizard Witch
Mega Knight Bats Wizard Witch Giant Skeleton
Wizard Mega Knight Bats Arrows Witch
Mega Knight
Mega Knight
Wizard Mega Knight Bats Arrows Witch
Arrows Mega Knight Bats Wizard Witch
Arrows Wizard Witch Bats Giant Skeleton Mega Knight
Wizard Mega Knight Bats Arrows Witch Giant Skeleton

Counters to secondary win conditions

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

Mega Knight Witch Giant Skeleton
Arrows Wizard Mega Knight
Giant Skeleton Mega Knight Bats Witch
Giant Skeleton Mega Knight Bats
Giant Skeleton Witch Mega Knight
Arrows Wizard Bats Witch
Bats Witch Giant Skeleton
Giant Skeleton Mega Knight
Giant Skeleton Mega Knight Bats Witch
Witch
Mega Knight Bats Witch Giant Skeleton
Mega Knight Arrows Giant Skeleton
Giant Skeleton Mega Knight Wizard Witch
Wizard Witch Mega Knight
Witch Bats Giant Skeleton
Bats Arrows Mega Knight 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 Mega Knight
Arrows Wizard Bats Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Bats
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Bats
Arrows Wizard Mega Knight
Arrows Wizard Witch Mega Knight
Giant Skeleton Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Witch Mega Knight
Witch
Arrows Wizard Witch
Arrows Wizard Witch Mega Knight
Arrows
Bats Arrows Wizard Witch
Bats Wizard Witch
Arrows Wizard Mega Knight
Arrows
Giant Skeleton Mega Knight
Arrows Wizard
Bats Witch
Arrows Wizard Witch
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows Giant Skeleton
Mega Knight
Bats Witch Giant Skeleton
Bats Witch
Witch Giant Skeleton Mega Knight
Wizard Mega Knight

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