My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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 Flying Machine Wizard Witch Phoenix

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tombstone Flying Machine Wizard Witch Phoenix

Offensive cards

Win conditions

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

Hog 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.

Hog Rider

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.

Flying Machine Hog Rider Phoenix

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

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 Phoenix
Giant Snowball
Bats Tombstone Flying Machine Hog Rider Witch
Zap
Bats Tombstone Flying Machine Witch
Barbarian Barrel
Tombstone Wizard Witch
The Log
Tombstone Hog Rider Witch
Earthquake
Tombstone Hog Rider Witch
Arrows
Bats Tombstone Flying Machine Witch
Royal Delivery
Bats Flying Machine Hog Rider Wizard Witch
Fireball
Tombstone Flying Machine Hog Rider Wizard Witch
Poison
Bats Tombstone Flying Machine Wizard Witch Phoenix
Lightning
Tombstone Wizard Witch Phoenix
Rocket
Hog Rider Wizard Witch Phoenix

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

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 Tombstone

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 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 Tombstone Fireball Flying Machine Hog Rider Phoenix Wizard Witch

Shortest cycle

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

13 Bats Tombstone Fireball Flying Machine

Attack Synergies 2 4

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 Flying Machine
Tombstone
Fireball
Hog Rider
Flying Machine
Bats Hog Rider
Hog Rider
Bats Fireball Flying Machine Wizard Witch
Wizard
Hog Rider
Witch
Hog Rider
Phoenix

Defense Synergies 0 4

Bats
Tombstone
Fireball Flying Machine Wizard Phoenix
Fireball
Tombstone
Flying Machine
Tombstone
Hog Rider
Wizard
Tombstone
Witch
Phoenix
Tombstone

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.

Tombstone Fireball Flying Machine Wizard
Bats Tombstone Flying Machine Witch Phoenix
Witch Bats Tombstone
Witch Bats Tombstone Phoenix
Tombstone Fireball
Fireball Bats Flying Machine
Bats Tombstone Fireball Flying Machine Wizard Witch Phoenix
Fireball Flying Machine Phoenix
Witch Tombstone Phoenix
Phoenix
Bats Witch Tombstone Fireball Flying Machine Wizard
Bats Fireball Flying Machine Wizard Witch Phoenix
Tombstone Bats Fireball Flying Machine Wizard Witch
Fireball Wizard Bats Tombstone Witch
Tombstone Phoenix
Fireball
Wizard Bats Tombstone Fireball Witch
Tombstone Fireball Bats Flying Machine Wizard Witch
Wizard Witch Bats Tombstone Fireball Flying Machine
Phoenix
Wizard Bats Fireball Flying Machine Witch

Counters to secondary win conditions

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

Tombstone Fireball Witch
Fireball Flying Machine Wizard Phoenix
Tombstone Bats Witch
Bats Fireball Phoenix
Tombstone Witch Phoenix
Fireball Wizard Bats Flying Machine Witch
Bats Tombstone Fireball Flying Machine Witch Phoenix
Phoenix
Bats Tombstone Fireball Flying Machine Witch Phoenix
Witch Tombstone Phoenix
Bats Tombstone Flying Machine Witch Phoenix
Fireball Phoenix
Tombstone Fireball Wizard Witch
Wizard Fireball Flying Machine Witch
Tombstone Witch Phoenix Bats Fireball Flying Machine
Bats Fireball Flying Machine Wizard Witch Phoenix

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 Flying Machine
Fireball Flying Machine
Fireball Flying Machine
Fireball Flying Machine
Fireball Wizard
Fireball Wizard Bats Flying Machine Witch
Flying Machine Wizard Witch
Fireball Flying Machine Wizard
Fireball Flying Machine Wizard
Bats Fireball
Fireball Flying Machine Wizard
Fireball Flying Machine Wizard
Flying Machine Fireball
Fireball Flying Machine
Fireball Flying Machine
Fireball Flying Machine Wizard Witch
Fireball Flying Machine Wizard
Fireball
Bats
Fireball Flying Machine Wizard
Fireball Flying Machine Wizard Witch
Fireball
Fireball Wizard
Fireball Flying Machine
Fireball Wizard Witch
Witch
Fireball Flying Machine Wizard Witch
Fireball Flying Machine Wizard Witch
Fireball
Bats Fireball Flying Machine Wizard Witch
Bats Fireball Flying Machine Wizard Witch
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bats Tombstone Fireball Flying Machine Witch
Fireball Flying Machine Wizard Witch
Fireball
Fireball Flying Machine Wizard
Fireball Flying Machine Wizard
Fireball
Flying Machine
Bats Fireball Flying Machine Witch
Bats Fireball Flying Machine Witch
Fireball Flying Machine Witch

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