My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Magic Archer Mother Witch Ram Rider

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 Magic Archer Mother Witch Ram Rider

Offensive cards

Win conditions

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

Hog Rider Ram Rider

Damage spells

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

Poison

Punishments

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

Hog Rider Ram Rider

Pump responses

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

Poison

Dropped at the bridge

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

Hog Rider Magic Archer Ram Rider

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.

Hog Rider Magic Archer Ram Rider

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 Hog Rider Skeleton Army Ram Rider
Giant Snowball
Bats Hog Rider Skeleton Army Ram Rider
Zap
Bats Skeleton Army Ram Rider
Barbarian Barrel
Wizard Skeleton Army Magic Archer
The Log
Hog Rider Skeleton Army Ram Rider
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Hog Rider Wizard Skeleton Army Magic Archer Mother Witch Ram Rider
Fireball
Hog Rider Wizard Skeleton Army Magic Archer Mother Witch Ram Rider
Poison
Bats Wizard Skeleton Army Magic Archer Mother Witch
Lightning
Wizard Magic Archer Mother Witch Ram Rider
Rocket
Hog Rider Wizard Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Poison Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Poison Mother 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.

Skeleton Army

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

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 Skeleton Army Hog Rider Poison Magic Archer Mother Witch Wizard Ram Rider

Shortest cycle

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

13 Bats Skeleton Army Hog Rider Poison

Attack Synergies 2 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
Hog Rider Ram Rider
Hog Rider
Bats Wizard Poison Magic Archer Mother Witch
Wizard
Hog Rider Ram Rider
Skeleton Army
Poison
Hog Rider Mother Witch Ram Rider
Magic Archer
Ram Rider Hog Rider Mother Witch
Mother Witch
Hog Rider Poison Magic Archer Ram Rider
Ram Rider
Magic Archer Bats Wizard Poison Mother Witch

Defense Synergies 0 5

Bats
Hog Rider
Wizard
Skeleton Army
Skeleton Army
Wizard Magic Archer
Poison
Mother Witch
Magic Archer
Skeleton Army Mother Witch Ram Rider
Mother Witch
Poison Magic Archer
Ram Rider
Magic Archer

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 Magic Archer Ram Rider
Skeleton Army Bats Ram Rider
Skeleton Army Ram Rider Bats
Skeleton Army Bats Ram Rider
Skeleton Army Poison
Skeleton Army Bats Magic Archer Mother Witch
Bats Ram Rider Wizard Poison Magic Archer
Poison Magic Archer Ram Rider
Skeleton Army
Skeleton Army
Bats Skeleton Army Poison Mother Witch Wizard Magic Archer Ram Rider
Bats Wizard Poison Magic Archer Ram Rider
Skeleton Army Bats Wizard Ram Rider
Wizard Skeleton Army Bats Poison Magic Archer
Skeleton Army Ram Rider
Skeleton Army Ram Rider
Wizard Bats Skeleton Army Poison
Bats Wizard Skeleton Army Magic Archer Ram Rider
Wizard Poison Bats Magic Archer Mother Witch Ram Rider
Ram Rider
Wizard Skeleton Army Bats Poison Mother Witch

Counters to secondary win conditions

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

Skeleton Army
Poison Wizard Magic Archer
Skeleton Army Bats Ram Rider
Skeleton Army Bats Ram Rider
Skeleton Army Ram Rider
Wizard Poison Mother Witch Bats Magic Archer Ram Rider
Skeleton Army Bats Ram Rider
Skeleton Army
Bats Skeleton Army Poison Magic Archer
Skeleton Army
Bats
Skeleton Army Poison
Skeleton Army Wizard Ram Rider
Wizard Skeleton Army Magic Archer
Skeleton Army Bats Poison Magic Archer
Bats Poison Wizard Magic Archer Mother Witch

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.)

Poison Magic Archer
Poison Magic Archer Ram Rider
Poison Magic Archer
Poison
Wizard Poison Magic Archer
Wizard Poison Mother Witch Bats Magic Archer Ram Rider
Wizard Poison Magic Archer
Poison Wizard Magic Archer Ram Rider
Poison Wizard Ram Rider
Bats Poison
Poison Wizard Magic Archer Ram Rider
Poison Wizard Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Wizard Poison Magic Archer
Magic Archer Wizard Poison
Poison
Bats
Wizard Poison Magic Archer
Wizard Poison Magic Archer Mother Witch
Poison Magic Archer
Wizard Poison
Poison
Poison Mother Witch Wizard Magic Archer
Poison Wizard Magic Archer Ram Rider
Wizard Poison Magic Archer Ram Rider
Poison Magic Archer
Poison Bats Wizard Magic Archer Mother Witch
Bats Wizard Poison
Poison Wizard Magic Archer
Poison Magic Archer
Wizard Poison Magic Archer
Bats Skeleton Army Magic Archer
Poison Wizard Magic Archer Ram Rider
Poison Wizard Magic Archer
Wizard Poison Magic Archer
Poison
Bats Poison Magic Archer
Bats Poison Magic Archer
Poison Magic Archer
Wizard

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