My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Mediocre
Versatility
Good
F2P score
Mediocre

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 Night 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 Elixir Golem Night Witch

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Fireball Rage

Punishments

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

Elixir Golem

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.

Elixir Golem

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 Elixir Golem Guards Night Witch
Giant Snowball
Bats Cannon Guards Night Witch
Zap
Bats Cannon Guards Night Witch
Barbarian Barrel
Cannon Elixir Golem Guards Night Witch
The Log
Cannon Elixir Golem Guards
Earthquake
Cannon Elixir Golem Guards
Arrows
Bats Guards Night Witch
Royal Delivery
Bats Elixir Golem Guards Night Witch
Fireball
Cannon Elixir Golem Night Witch
Poison
Bats Cannon Elixir Golem Guards Night Witch
Lightning
Cannon Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

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 Elixir Golem Rage Guards Night Witch

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.

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

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.

Mirror Bats Rage Cannon Elixir Golem Guards Fireball Night Witch

Shortest cycle

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

7 Mirror Bats Rage Cannon

Attack Synergies 3 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
Elixir Golem Rage
Cannon
Elixir Golem
Rage Night Witch Bats Fireball Mirror
Fireball
Mirror Elixir Golem
Mirror
Fireball Elixir Golem Night Witch
Rage
Elixir Golem Bats Night Witch
Guards
Night Witch
Elixir Golem Mirror Rage

Defense Synergies 2 5

Bats
Cannon
Cannon
Mirror Bats Fireball Guards Night Witch
Elixir Golem
Fireball
Mirror Cannon
Mirror
Cannon Fireball Night Witch
Rage
Guards
Cannon
Night Witch
Cannon Mirror

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 Fireball
Bats Cannon Night Witch
Cannon Bats Night Witch
Cannon Night Witch Bats Guards
Fireball
Fireball Bats Cannon Guards Night Witch
Bats Cannon Fireball Night Witch
Cannon Fireball
Cannon Night Witch
Guards Cannon Night Witch
Bats Guards Cannon Fireball Night Witch
Bats Fireball Night Witch
Cannon Night Witch Bats Fireball Guards
Fireball Bats Cannon Guards Night Witch
Cannon
Cannon Fireball
Bats Cannon Fireball Night Witch
Cannon Fireball Bats Guards Night Witch
Bats Cannon Fireball Guards
Cannon
Bats Cannon Fireball Guards Night Witch

Counters to secondary win conditions

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

Guards Fireball
Fireball
Guards Bats
Guards Bats Fireball Night Witch
Cannon Guards Night Witch
Fireball Bats
Guards Bats Fireball Night Witch
Bats Fireball
Cannon Guards
Bats Guards
Fireball Guards
Cannon Fireball Guards Night Witch
Cannon Fireball
Guards Bats Fireball Night Witch
Bats Cannon Fireball
Cannon Fireball

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 Guards
Fireball
Fireball
Fireball Guards
Fireball
Fireball Bats
Fireball
Fireball
Bats Fireball Guards Night Witch
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Bats Night Witch
Fireball
Fireball
Fireball Night Witch
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Bats Fireball Night Witch
Bats Fireball Guards
Fireball Night Witch
Fireball Night Witch
Fireball
Fireball
Bats Fireball Guards Night Witch
Fireball
Fireball
Fireball
Fireball
Fireball
Bats Fireball Guards
Bats Fireball
Fireball
Fireball

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