My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
RIP

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding 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 medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Baby Dragon 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 Baby Dragon Witch Giant Skeleton Electro Giant Mega Knight

Offensive cards

Win conditions

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

Royal Giant Electro Giant

Damage spells

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

Missing

Punishments

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

Royal Giant Electro Giant Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Royal Giant Baby Dragon Giant Skeleton Electro Giant 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.

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 Skeleton Army Giant Skeleton
Giant Snowball
Bats Skeleton Army Baby Dragon Witch
Zap
Bats Royal Giant Skeleton Army Witch
Barbarian Barrel
Skeleton Army Witch Giant Skeleton
The Log
Royal Giant Skeleton Army Witch Giant Skeleton
Earthquake
Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Skeleton Army Baby Dragon Witch Giant Skeleton
Fireball
Skeleton Army Baby Dragon Witch
Poison
Bats Skeleton Army Witch
Lightning
Baby Dragon Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Electro Giant Mega Knight

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 Baby Dragon Giant Skeleton Electro Giant 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.

Royal Giant 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.

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.

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 Baby Dragon Witch Royal Giant Giant Skeleton Electro Giant Mega Knight

Shortest cycle

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

14 Bats Skeleton Army Baby Dragon Witch

Attack Synergies 3 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
Royal Giant Giant Skeleton Mega Knight Baby Dragon
Royal Giant
Bats Baby Dragon Witch Giant Skeleton
Skeleton Army
Baby Dragon
Bats Royal Giant Witch Giant Skeleton Electro Giant Mega Knight
Witch
Royal Giant Baby Dragon Giant Skeleton Mega Knight
Giant Skeleton
Bats Royal Giant Baby Dragon Witch
Electro Giant
Baby Dragon
Mega Knight
Bats Baby Dragon Witch

Defense Synergies 0 9

Bats
Baby Dragon Giant Skeleton Mega Knight
Royal Giant
Skeleton Army
Giant Skeleton
Baby Dragon
Bats Witch Giant Skeleton Mega Knight
Witch
Baby Dragon Giant Skeleton Mega Knight
Giant Skeleton
Bats Skeleton Army Baby Dragon Witch
Electro Giant
Mega Knight
Bats Baby Dragon 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.

Baby Dragon
Skeleton Army Bats Witch Mega Knight
Skeleton Army Witch Mega Knight Bats Giant Skeleton
Skeleton Army Witch Bats Mega Knight
Skeleton Army Giant Skeleton Mega Knight
Skeleton Army Bats Baby Dragon Mega Knight
Bats Baby Dragon Witch
Baby Dragon Giant Skeleton Electro Giant Mega Knight
Witch Skeleton Army
Skeleton Army Giant Skeleton Mega Knight
Bats Skeleton Army Witch Baby Dragon Giant Skeleton Electro Giant Mega Knight
Bats Baby Dragon Witch
Skeleton Army Mega Knight Bats Witch Giant Skeleton
Skeleton Army Mega Knight Bats Baby Dragon Witch
Skeleton Army Mega Knight
Skeleton Army Electro Giant Mega Knight
Mega Knight Bats Skeleton Army Witch
Mega Knight Bats Skeleton Army Baby Dragon Witch
Baby Dragon Witch Bats Giant Skeleton Mega Knight
Skeleton Army Mega Knight Bats Baby Dragon Witch Giant Skeleton Electro Giant
Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch Giant Skeleton Electro Giant
Baby Dragon Mega Knight
Skeleton Army Giant Skeleton Mega Knight Bats Witch
Skeleton Army Giant Skeleton Mega Knight Bats
Giant Skeleton Skeleton Army Witch Mega Knight
Electro Giant Bats Baby Dragon Witch
Skeleton Army Bats Witch Giant Skeleton
Giant Skeleton Mega Knight Skeleton Army
Giant Skeleton Mega Knight Bats Skeleton Army Baby Dragon Witch
Witch Skeleton Army
Mega Knight Bats Witch Giant Skeleton
Skeleton Army Mega Knight Giant Skeleton Electro Giant
Skeleton Army Giant Skeleton Mega Knight Witch
Skeleton Army Baby Dragon Witch Electro Giant Mega Knight
Skeleton Army Witch Electro Giant Bats Baby Dragon Giant Skeleton
Bats Mega Knight Baby Dragon Witch Giant Skeleton Electro Giant

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.)

Baby Dragon Giant Skeleton
Baby Dragon
Baby Dragon Giant Skeleton
Giant Skeleton
Baby Dragon Mega Knight
Electro Giant Bats Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Bats
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Witch
Baby Dragon Mega Knight
Bats
Baby Dragon Mega Knight
Baby Dragon Witch Electro Giant Mega Knight
Baby Dragon Giant Skeleton Mega Knight
Baby Dragon
Electro Giant Baby Dragon Witch Mega Knight
Witch
Baby Dragon Witch
Baby Dragon Witch Mega Knight
Baby Dragon
Bats Baby Dragon Witch Electro Giant
Bats Witch Electro Giant
Mega Knight
Giant Skeleton Mega Knight
Bats Skeleton Army Witch
Baby Dragon Witch
Baby Dragon Mega Knight
Baby Dragon
Giant Skeleton Electro Giant
Mega Knight
Electro Giant Bats Baby Dragon Witch Giant Skeleton
Bats Witch
Baby Dragon Witch Giant Skeleton Electro Giant Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: