My Best Clash Royale Deck

Deck Check Rating

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

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 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 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

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 Royal Giant Elixir Golem Wizard Bowler Magic Archer

Offensive cards

Win conditions

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

Royal Giant Elixir Golem Wall Breakers

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.

Royal Giant Elixir Golem Wall Breakers

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.

Royal Giant Elixir Golem Wall Breakers Magic Archer

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.

Magic Archer

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 Royal Giant Elixir Golem Wall Breakers
Giant Snowball
Bats Wall Breakers
Zap
Bats Royal Giant Wall Breakers
Barbarian Barrel
Elixir Golem Wizard Wall Breakers Magic Archer
The Log
Royal Giant Elixir Golem Wall Breakers
Earthquake
Elixir Golem
Arrows
Bats Wall Breakers
Royal Delivery
Bats Elixir Golem Wizard Wall Breakers Bowler Magic Archer
Fireball
Elixir Golem Wizard Wall Breakers Bowler Magic Archer
Poison
Bats Elixir Golem Wizard Magic Archer
Lightning
Wizard Bowler Magic Archer
Rocket
Wizard Bowler Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Bowler Magic Archer

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 Bowler

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.

Royal Giant 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Wall Breakers Elixir Golem Fireball Magic Archer Wizard Bowler Royal Giant

Shortest cycle

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

11 Bats Wall Breakers Elixir Golem Fireball

Attack Synergies 2 13

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
Royal Giant Elixir Golem Wall Breakers Bowler
Royal Giant
Bats Fireball Wizard Bowler Magic Archer
Elixir Golem
Bats Fireball Wizard Bowler Magic Archer
Fireball
Royal Giant Elixir Golem Wall Breakers Magic Archer
Wizard
Royal Giant Elixir Golem
Wall Breakers
Bats Fireball
Bowler
Bats Royal Giant Elixir Golem Magic Archer
Magic Archer
Royal Giant Elixir Golem Fireball Bowler

Defense Synergies 0 1

Bats
Bowler
Royal Giant
Elixir Golem
Fireball
Wizard
Wall Breakers
Bowler
Bats
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.

Bowler Fireball Wizard Magic Archer
Bats
Bowler Bats
Bats Bowler
Fireball Bowler
Fireball Bowler Bats Magic Archer
Bats Fireball Wizard Magic Archer
Bowler Fireball Magic Archer
Bowler
Bats Fireball Wizard Bowler Magic Archer
Bats Fireball Wizard Magic Archer
Bowler Bats Fireball Wizard
Fireball Wizard Bowler Bats Magic Archer
Fireball Bowler
Wizard Bats Fireball Bowler
Fireball Bats Wizard Bowler Magic Archer
Wizard Bats Fireball Bowler Magic Archer
Wizard Bowler Bats Fireball

Counters to secondary win conditions

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

Fireball Bowler
Fireball Wizard Bowler Magic Archer
Bats Bowler
Bowler Bats Fireball
Bowler
Fireball Wizard Bats Magic Archer
Bats Fireball Bowler
Bats Fireball Magic Archer
Bats Bowler
Fireball Bowler
Bowler Fireball Wizard
Wizard Fireball Bowler Magic Archer
Bats Fireball Bowler Magic Archer
Bats Bowler Fireball Wizard Magic Archer
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 Magic Archer
Fireball Bowler Magic Archer
Fireball Magic Archer
Fireball
Fireball Wizard Bowler Magic Archer
Fireball Wizard Bats Magic Archer
Wizard Bowler Magic Archer
Fireball Wizard Bowler Magic Archer
Fireball Wizard
Bats Fireball Bowler
Fireball Wizard Bowler Magic Archer
Fireball Wizard Magic Archer
Fireball Bowler Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Wizard Bowler Magic Archer
Magic Archer Fireball Wizard Bowler
Fireball
Bats
Fireball Wizard Bowler Magic Archer
Fireball Wizard Bowler Magic Archer
Fireball Bowler Magic Archer
Fireball Wizard
Bowler
Fireball
Fireball Wizard Bowler Magic Archer
Fireball Wizard Bowler Magic Archer
Fireball Wizard Bowler Magic Archer
Fireball Magic Archer
Bats Fireball Wizard Magic Archer
Bats Fireball Wizard
Fireball Bowler
Fireball Wizard Magic Archer
Fireball Magic Archer
Fireball Wizard Bowler Magic Archer
Bats Fireball Magic Archer
Fireball Wizard Magic Archer
Fireball
Fireball Wizard Bowler Magic Archer
Fireball Wizard Bowler Magic Archer
Fireball
Bats Fireball Bowler Magic Archer
Bats Fireball Magic Archer
Fireball Bowler Magic Archer
Fireball Wizard Bowler

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