My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Zappies Witch Electro Wizard

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 Zappies Witch Electro Wizard Sparky 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.

Freeze

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.

Battle Healer 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.

Electro Wizard

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 Sparky
Giant Snowball
Bats Zappies Witch
Zap
Bats Zappies Witch Sparky
Barbarian Barrel
Zappies Witch Electro Wizard Sparky
The Log
Zappies Witch Sparky
Earthquake
Zappies Witch
Arrows
Bats Zappies Witch
Royal Delivery
Bats Battle Healer Zappies Witch Electro Wizard Sparky
Fireball
Battle Healer Zappies Witch Electro Wizard Sparky
Poison
Bats Battle Healer Zappies Witch Electro Wizard Sparky
Lightning
Battle Healer Witch Electro Wizard Sparky
Rocket
Battle Healer Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Freeze Sparky 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 Battle Healer Freeze Sparky 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.

Witch Electro Wizard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Battle Healer Zappies Freeze Electro Wizard Witch Sparky Mega Knight

Shortest cycle

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

14 Bats Battle Healer Zappies Freeze

Attack Synergies 1 10

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
Mega Knight Battle Healer Sparky
Battle Healer
Bats Zappies Witch Electro Wizard Sparky
Zappies
Battle Healer Mega Knight
Freeze
Witch
Battle Healer Mega Knight
Electro Wizard
Battle Healer Sparky Mega Knight
Sparky
Bats Battle Healer Electro Wizard
Mega Knight
Bats Zappies Witch Electro Wizard

Defense Synergies 0 18

Bats
Battle Healer Zappies Freeze Electro Wizard Sparky Mega Knight
Battle Healer
Bats Zappies Witch Electro Wizard Sparky
Zappies
Bats Battle Healer Electro Wizard Mega Knight
Freeze
Bats Electro Wizard Sparky Mega Knight
Witch
Battle Healer Electro Wizard Mega Knight
Electro Wizard
Bats Battle Healer Zappies Freeze Witch Mega Knight
Sparky
Bats Battle Healer Freeze
Mega Knight
Bats Zappies Freeze Witch Electro Wizard

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.

Zappies Electro Wizard Sparky
Sparky Bats Battle Healer Zappies Witch Electro Wizard Mega Knight
Witch Sparky Mega Knight Bats Zappies Freeze Electro Wizard
Witch Sparky Bats Zappies Electro Wizard Mega Knight
Battle Healer Sparky Mega Knight
Freeze Bats Zappies Electro Wizard Mega Knight
Bats Electro Wizard Zappies Freeze Witch
Battle Healer Electro Wizard Sparky Mega Knight
Zappies Witch Sparky
Battle Healer Zappies Electro Wizard Sparky Mega Knight
Bats Witch Electro Wizard Zappies Freeze Mega Knight
Bats Zappies Witch Electro Wizard
Sparky Mega Knight Bats Battle Healer Zappies Freeze Witch Electro Wizard
Sparky Mega Knight Bats Zappies Freeze Witch Electro Wizard
Sparky Zappies Electro Wizard Mega Knight
Zappies Freeze Electro Wizard Sparky Mega Knight
Sparky Mega Knight Bats Zappies Witch Electro Wizard
Mega Knight Bats Battle Healer Zappies Witch Electro Wizard
Freeze Witch Bats Battle Healer Zappies Electro Wizard Mega Knight
Sparky Zappies Electro Wizard
Mega Knight Bats Battle Healer Zappies Witch Electro Wizard Sparky
Zappies Sparky

Counters to secondary win conditions

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

Mega Knight Battle Healer Zappies Witch Electro Wizard Sparky
Electro Wizard Battle Healer Mega Knight
Zappies Mega Knight Bats Battle Healer Witch Electro Wizard Sparky
Mega Knight Bats Battle Healer Zappies Electro Wizard Sparky
Battle Healer Zappies Witch Sparky Mega Knight
Bats Zappies Freeze Witch Electro Wizard
Sparky Bats Battle Healer Zappies Witch Electro Wizard
Mega Knight Battle Healer Zappies Sparky
Freeze Electro Wizard Mega Knight Bats Zappies Witch Sparky
Witch Zappies Sparky
Mega Knight Bats Zappies Witch Sparky
Mega Knight Electro Wizard
Mega Knight Zappies Witch Sparky
Zappies Witch Sparky Mega Knight
Zappies Witch Electro Wizard Sparky Bats Battle Healer Freeze
Bats Mega Knight Battle Healer Zappies Freeze Witch Electro Wizard Sparky
Electro Wizard

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.)

Freeze Sparky
Electro Wizard
Sparky
Freeze Sparky
Sparky Mega Knight
Bats Freeze Witch
Witch Sparky
Freeze
Bats Electro Wizard Sparky
Electro Wizard Sparky
Sparky
Freeze
Sparky
Witch Sparky
Sparky Mega Knight
Freeze Sparky
Bats Sparky
Electro Wizard Sparky Mega Knight
Witch Mega Knight
Sparky Mega Knight
Sparky
Freeze Witch Sparky Mega Knight
Witch
Witch Electro Wizard Sparky
Witch Sparky Mega Knight
Sparky
Bats Witch Electro Wizard Sparky
Electro Wizard Bats Zappies Freeze Witch
Sparky
Sparky Mega Knight
Zappies Freeze Electro Wizard Sparky
Sparky Mega Knight
Sparky
Electro Wizard Bats Zappies Freeze Witch
Zappies Witch Electro Wizard
Freeze
Electro Wizard Sparky Mega Knight
Sparky
Sparky Mega Knight
Bats Zappies Freeze Witch Electro Wizard Sparky
Bats Zappies Witch Electro Wizard
Freeze Witch Electro Wizard Sparky Mega Knight
Sparky
Sparky Mega Knight

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