My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker 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 Knight Firecracker Witch Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Fireball

Punishments

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

Ram Rider Mega Knight

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.

Knight Ram Rider 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.

Firecracker 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 Ram Rider
Giant Snowball
Bats Witch Ram Rider
Zap
Bats Firecracker Witch Ram Rider
Barbarian Barrel
Knight Firecracker Witch
The Log
Firecracker Witch Ram Rider
Earthquake
Firecracker Witch
Arrows
Bats Firecracker Witch
Royal Delivery
Bats Knight Firecracker Witch Ram Rider
Fireball
Firecracker Witch Ram Rider
Poison
Bats Firecracker Witch
Lightning
Knight Witch Ram Rider
Rocket
Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball 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 Knight Mega Knight

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Knight Firecracker Fireball Witch Ram Rider Mega Knight

Shortest cycle

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

8 Mirror Bats Knight Firecracker

Attack Synergies 4 14

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
Knight Mega Knight Firecracker Ram Rider
Knight
Bats Firecracker Fireball Witch Ram Rider
Firecracker
Knight Bats Mirror Ram Rider Mega Knight
Fireball
Mirror Knight Ram Rider Mega Knight
Mirror
Fireball Firecracker Ram Rider
Witch
Knight Ram Rider Mega Knight
Ram Rider
Bats Knight Firecracker Fireball Mirror Witch Mega Knight
Mega Knight
Bats Firecracker Fireball Witch Ram Rider

Defense Synergies 3 10

Bats
Knight Firecracker Mega Knight
Knight
Bats Firecracker Fireball Witch
Firecracker
Knight Bats Mirror Mega Knight
Fireball
Mirror Knight Ram Rider Mega Knight
Mirror
Fireball Firecracker Mega Knight
Witch
Knight Mega Knight
Ram Rider
Fireball
Mega Knight
Bats Firecracker Fireball 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.

Knight Firecracker Fireball Ram Rider
Bats Knight Firecracker Witch Ram Rider Mega Knight
Witch Ram Rider Mega Knight Bats Knight
Witch Bats Knight Firecracker Ram Rider Mega Knight
Firecracker Fireball Mega Knight
Fireball Bats Firecracker Mega Knight
Bats Ram Rider Firecracker Fireball Witch
Fireball Ram Rider Mega Knight
Witch
Knight Firecracker Mega Knight
Bats Witch Knight Firecracker Fireball Ram Rider Mega Knight
Bats Firecracker Fireball Witch Ram Rider
Mega Knight Bats Knight Fireball Witch Ram Rider
Fireball Mega Knight Bats Firecracker Witch
Knight Ram Rider Mega Knight
Fireball Ram Rider Mega Knight
Mega Knight Bats Knight Firecracker Fireball Witch
Fireball Mega Knight Bats Knight Firecracker Witch Ram Rider
Witch Bats Knight Firecracker Fireball Ram Rider Mega Knight
Ram Rider
Mega Knight Bats Knight Firecracker Fireball Witch

Counters to secondary win conditions

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

Knight Mega Knight Fireball Witch
Fireball Knight Firecracker Mega Knight
Mega Knight Bats Knight Witch Ram Rider
Mega Knight Bats Knight Fireball Ram Rider
Knight Witch Ram Rider Mega Knight
Firecracker Fireball Bats Witch Ram Rider
Bats Knight Fireball Witch Ram Rider
Mega Knight Knight
Mega Knight Bats Knight Firecracker Fireball Witch
Witch
Mega Knight Bats Knight Witch
Mega Knight Fireball
Mega Knight Knight Fireball Witch Ram Rider
Firecracker Fireball Witch Mega Knight
Witch Bats Knight Firecracker Fireball
Bats Mega Knight Firecracker Fireball Witch
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 Knight Firecracker
Firecracker Fireball Ram Rider
Fireball
Knight Firecracker Fireball
Fireball Firecracker Mega Knight
Firecracker Fireball Bats Witch Ram Rider
Firecracker Witch
Fireball Firecracker Ram Rider
Fireball Firecracker Ram Rider
Bats Fireball
Firecracker Knight Fireball Ram Rider
Fireball Firecracker
Knight Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Witch
Firecracker Fireball Mega Knight
Fireball
Bats
Firecracker Fireball Mega Knight
Firecracker Fireball Witch Mega Knight
Fireball Mega Knight
Fireball
Fireball
Firecracker Fireball Witch Mega Knight
Witch
Firecracker Fireball Witch Ram Rider
Fireball Witch Ram Rider Mega Knight
Fireball Firecracker
Bats Firecracker Fireball Witch
Bats Firecracker Fireball Witch
Fireball
Fireball Mega Knight
Firecracker Fireball
Mega Knight
Firecracker Fireball
Bats Fireball Witch
Fireball Firecracker Witch Ram Rider
Fireball
Fireball Knight Firecracker Mega Knight
Firecracker Fireball
Fireball
Firecracker Mega Knight
Bats Firecracker Fireball Witch
Firecracker Bats Fireball Witch
Firecracker Fireball Witch Mega Knight

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