My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Witch Royal Ghost Bandit Mega Knight

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.

Zap

Punishments

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

Hog Rider Royal Ghost Bandit 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.

Hog Rider Royal Ghost Bandit 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.

Hog Rider Royal Ghost Bandit

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 Skeleton Army Bandit
Giant Snowball
Bats Hog Rider Skeleton Army Witch
Zap
Bats Skeleton Army Witch Bandit
Barbarian Barrel
Skeleton Army Witch Royal Ghost Bandit
The Log
Hog Rider Skeleton Army Witch Bandit
Earthquake
Hog Rider Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Hog Rider Skeleton Army Witch Royal Ghost Bandit
Fireball
Hog Rider Skeleton Army Witch Bandit
Poison
Bats Skeleton Army Witch
Lightning
Witch Bandit
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost 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 Royal Ghost 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.

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 Zap Skeleton Army Royal Ghost Bandit Hog Rider Witch Mega Knight

Shortest cycle

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

10 Bats Zap Skeleton Army Royal Ghost

Attack Synergies 3 15

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 Mega Knight Zap Bandit
Zap
Hog Rider Bats Witch Royal Ghost Bandit Mega Knight
Hog Rider
Bats Zap Witch Bandit Mega Knight
Skeleton Army
Witch
Zap Hog Rider Royal Ghost Bandit Mega Knight
Royal Ghost
Zap Witch Bandit Mega Knight
Bandit
Bats Zap Hog Rider Witch Royal Ghost Mega Knight
Mega Knight
Bats Zap Hog Rider Witch Royal Ghost Bandit

Defense Synergies 1 13

Bats
Zap Bandit Mega Knight
Zap
Mega Knight Bats Skeleton Army Witch Royal Ghost Bandit
Hog Rider
Skeleton Army
Zap Bandit
Witch
Zap Royal Ghost Bandit Mega Knight
Royal Ghost
Zap Witch Mega Knight
Bandit
Bats Zap Skeleton Army Witch Mega Knight
Mega Knight
Zap Bats Witch Royal Ghost Bandit

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.

Zap
Skeleton Army Bats Zap Witch Bandit Mega Knight
Skeleton Army Witch Mega Knight Bats Bandit
Skeleton Army Witch Bats Bandit Mega Knight
Skeleton Army Mega Knight
Skeleton Army Bats Zap Royal Ghost Bandit Mega Knight
Bats Zap Witch
Zap Bandit Mega Knight
Witch Skeleton Army
Skeleton Army Royal Ghost Bandit Mega Knight
Bats Skeleton Army Witch Zap Royal Ghost Bandit Mega Knight
Bats Zap Witch
Skeleton Army Mega Knight Bats Zap Witch Bandit
Skeleton Army Mega Knight Bats Zap Witch Royal Ghost
Skeleton Army Bandit Mega Knight
Skeleton Army Zap Bandit Mega Knight
Mega Knight Bats Skeleton Army Witch
Mega Knight Bats Zap Skeleton Army Witch Royal Ghost Bandit
Zap Witch Bats Royal Ghost Bandit Mega Knight
Skeleton Army Royal Ghost Mega Knight Bats Witch Bandit

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Witch Royal Ghost Bandit
Bandit Zap Royal Ghost Mega Knight
Skeleton Army Bandit Mega Knight Bats Zap Witch
Skeleton Army Mega Knight Bats Zap Bandit
Skeleton Army Witch Bandit Mega Knight
Bats Zap Witch
Skeleton Army Bats Witch Bandit
Mega Knight Skeleton Army
Zap Mega Knight Bats Skeleton Army Witch Bandit
Witch Skeleton Army
Mega Knight Bats Witch
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Witch Bandit
Skeleton Army Witch Mega Knight
Skeleton Army Witch Bats Zap
Bats Mega Knight Zap Witch Royal Ghost

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.)

Royal Ghost Bandit
Zap Royal Ghost Bandit
Bandit
Zap Mega Knight
Bats Zap Witch
Witch
Zap
Zap Bandit
Bats
Zap Bandit
Zap
Bandit
Bandit
Zap
Zap Witch Bandit
Bandit Mega Knight
Bats
Zap Bandit Mega Knight
Zap Witch Mega Knight
Mega Knight
Zap
Zap Witch Mega Knight
Witch
Zap Witch Royal Ghost Bandit
Zap Witch Bandit Mega Knight
Zap Bandit
Bats Zap Witch
Zap Bats Witch
Zap Bandit Mega Knight
Zap
Mega Knight
Zap Bats Skeleton Army Witch Bandit
Zap Witch
Mega Knight
Zap
Zap
Mega Knight
Zap Bats Witch
Bats Zap Witch
Zap Witch Royal Ghost Bandit Mega Knight

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