My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Witch

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 Battle Ram Wizard Witch Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant Battle Ram

Damage spells

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

Fireball The Log

Punishments

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

Royal Giant Battle Ram

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 Battle Ram Giant Skeleton

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.

Giant Skeleton

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 Battle Ram Giant Skeleton
Giant Snowball
Bats Battle Ram Witch
Zap
Bats Royal Giant Battle Ram Witch
Barbarian Barrel
Battle Ram Wizard Witch Giant Skeleton
The Log
Royal Giant Battle Ram Witch Giant Skeleton
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Battle Ram Wizard Witch Giant Skeleton
Fireball
Battle Ram Wizard Witch
Poison
Bats Wizard Witch
Lightning
Battle Ram Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard The Log

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 Ram Giant Skeleton

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 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.

Bats The Log Fireball Battle Ram Wizard Witch Royal Giant Giant Skeleton

Shortest cycle

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

12 Bats The Log Fireball Battle Ram

Attack Synergies 4 11

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 Giant Skeleton Battle Ram
Royal Giant
Bats Fireball Wizard Witch Giant Skeleton The Log
Fireball
Royal Giant Battle Ram The Log
Battle Ram
The Log Bats Fireball Witch
Wizard
Royal Giant Giant Skeleton
Witch
Royal Giant Battle Ram Giant Skeleton
Giant Skeleton
Bats Royal Giant Wizard Witch The Log
The Log
Battle Ram Royal Giant Fireball Giant Skeleton

Defense Synergies 1 7

Bats
Giant Skeleton The Log
Royal Giant
Fireball
The Log
Battle Ram
Wizard
Giant Skeleton The Log
Witch
Giant Skeleton The Log
Giant Skeleton
Bats Wizard Witch The Log
The Log
Fireball Bats Wizard Witch Giant Skeleton

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.

Fireball Wizard The Log
Bats Witch The Log
Witch Bats Giant Skeleton
Witch Bats
Fireball Giant Skeleton The Log
Fireball The Log Bats
Bats Fireball Wizard Witch
Fireball Giant Skeleton The Log
Witch
Giant Skeleton
Bats Witch Fireball Wizard Giant Skeleton The Log
Bats Fireball Wizard Witch
Bats Fireball Wizard Witch Giant Skeleton The Log
Fireball Wizard Bats Witch The Log
Fireball The Log
Wizard Bats Fireball Witch
Fireball Bats Wizard Witch The Log
Wizard Witch The Log Bats Fireball Giant Skeleton
Wizard Bats Fireball Witch Giant Skeleton The Log

Counters to secondary win conditions

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

Fireball Witch Giant Skeleton
Fireball Wizard The Log
Giant Skeleton Bats Witch The Log
Giant Skeleton Bats Fireball The Log
Giant Skeleton Witch
Fireball Wizard Bats Witch
Bats Fireball Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Bats Fireball Witch The Log
Witch
Bats Witch Giant Skeleton
Fireball Giant Skeleton The Log
Giant Skeleton Fireball Wizard Witch
Wizard Fireball Witch
Witch Bats Fireball Giant Skeleton The Log
Bats Fireball Wizard Witch Giant Skeleton The Log

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 Giant Skeleton The Log
Fireball The Log
Fireball Giant Skeleton The Log
Fireball Giant Skeleton The Log
Fireball Wizard The Log
Fireball Wizard Bats Witch
Wizard Witch The Log
Fireball The Log Wizard
Fireball The Log Wizard
Bats Fireball
Fireball Wizard The Log
Fireball Wizard
Fireball The Log
Fireball
Fireball The Log
Fireball Wizard Witch The Log
Fireball Wizard The Log
Fireball
Bats
Fireball Wizard The Log
Fireball Wizard Witch The Log
Fireball Giant Skeleton The Log
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard Witch
Witch
Fireball The Log Wizard Witch
Fireball Wizard Witch The Log
Fireball The Log
Bats Fireball Wizard Witch
Bats Fireball Wizard Witch
Fireball
Fireball Wizard The Log
Fireball
Giant Skeleton
Fireball Wizard The Log
Bats Fireball Witch
Fireball Wizard Witch
The Log Fireball
Fireball Wizard
The Log Fireball Wizard
Fireball Giant Skeleton
Bats Fireball Witch Giant Skeleton The Log
Bats Fireball Witch
Fireball Witch Giant Skeleton The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: