My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

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 Royal Giant Dark Prince Witch

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Fireball

Punishments

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

Royal Giant Elite Barbarians Dark Prince

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 Elite Barbarians Dark Prince

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.

Elite Barbarians Dark Prince

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 Elite Barbarians Skeleton Army Dark Prince
Giant Snowball
Bats Skeleton Army Witch
Zap
Bats Royal Giant Skeleton Army Dark Prince Witch
Barbarian Barrel
Elite Barbarians Skeleton Army Dark Prince Witch
The Log
Royal Giant Elite Barbarians Skeleton Army Dark Prince Witch
Earthquake
Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Elite Barbarians Skeleton Army Dark Prince Witch
Fireball
Elite Barbarians Skeleton Army Witch
Poison
Bats Skeleton Army Witch
Lightning
Elite Barbarians Dark Prince Witch
Rocket
Elite Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Dark Prince

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 Dark Prince

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 Elite Barbarians Fireball 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.

Fireball 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.

Good

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 Fireball Dark Prince Witch Royal Giant Elite Barbarians

Shortest cycle

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

11 Bats Zap Skeleton Army Fireball

Attack Synergies 4 12

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 Zap Elite Barbarians Dark Prince
Zap
Elite Barbarians Fireball Bats Royal Giant Dark Prince Witch
Royal Giant
Bats Fireball Zap Elite Barbarians Dark Prince Witch
Elite Barbarians
Zap Bats Royal Giant Fireball
Fireball
Zap Royal Giant Elite Barbarians Dark Prince
Skeleton Army
Dark Prince
Bats Zap Royal Giant Fireball Witch
Witch
Zap Royal Giant Dark Prince

Defense Synergies 2 8

Bats
Zap Dark Prince
Zap
Fireball Bats Elite Barbarians Skeleton Army Dark Prince Witch
Royal Giant
Elite Barbarians
Dark Prince Zap
Fireball
Zap Dark Prince
Skeleton Army
Zap
Dark Prince
Elite Barbarians Bats Zap Fireball Witch
Witch
Zap Dark Prince

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 Fireball
Elite Barbarians Skeleton Army Bats Zap Dark Prince Witch
Skeleton Army Witch Bats Elite Barbarians Dark Prince
Elite Barbarians Skeleton Army Witch Bats Dark Prince
Elite Barbarians Fireball Skeleton Army Dark Prince
Fireball Skeleton Army Bats Zap Dark Prince
Bats Zap Fireball Witch
Zap Fireball
Witch Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Dark Prince
Bats Skeleton Army Witch Zap Fireball Dark Prince
Bats Zap Fireball Witch
Skeleton Army Bats Zap Elite Barbarians Fireball Dark Prince Witch
Fireball Skeleton Army Bats Zap Dark Prince Witch
Elite Barbarians Skeleton Army
Skeleton Army Zap Elite Barbarians Fireball
Bats Elite Barbarians Fireball Skeleton Army Dark Prince Witch
Fireball Bats Zap Elite Barbarians Skeleton Army Dark Prince Witch
Zap Witch Bats Fireball Dark Prince
Elite Barbarians
Skeleton Army Dark Prince Bats Elite Barbarians Fireball Witch

Counters to secondary win conditions

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

Skeleton Army Zap Elite Barbarians Fireball Dark Prince Witch
Fireball Zap Elite Barbarians
Skeleton Army Bats Zap Elite Barbarians Dark Prince Witch
Skeleton Army Dark Prince Bats Zap Elite Barbarians Fireball
Elite Barbarians Skeleton Army Dark Prince Witch
Fireball Bats Zap Witch
Skeleton Army Dark Prince Bats Elite Barbarians Fireball Witch
Elite Barbarians Skeleton Army Dark Prince
Zap Bats Elite Barbarians Fireball Skeleton Army Dark Prince Witch
Witch Skeleton Army
Bats Elite Barbarians Dark Prince Witch
Skeleton Army Zap Elite Barbarians Fireball Dark Prince
Elite Barbarians Skeleton Army Dark Prince Fireball Witch
Fireball Skeleton Army Witch
Elite Barbarians Skeleton Army Witch Bats Zap Fireball Dark Prince
Bats Zap Elite Barbarians Fireball Dark Prince Witch
Zap 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
Fireball Zap
Fireball
Fireball Dark Prince
Fireball Zap Dark Prince
Fireball Bats Zap Witch
Witch
Fireball Zap
Fireball Zap
Bats Elite Barbarians Fireball
Zap Fireball Dark Prince
Fireball Zap
Elite Barbarians Fireball
Fireball
Zap Elite Barbarians Fireball
Zap Fireball Witch
Fireball
Fireball
Bats
Zap Fireball Dark Prince
Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Dark Prince Witch
Witch
Fireball Zap Witch
Fireball Zap Witch
Fireball Zap
Elite Barbarians Bats Zap Fireball Witch
Zap Bats Fireball Witch
Elite Barbarians Fireball
Zap Fireball
Zap Fireball
Fireball
Zap Bats Fireball Skeleton Army Dark Prince Witch
Fireball Zap Witch
Fireball
Fireball Dark Prince
Zap Fireball
Zap Fireball
Elite Barbarians Dark Prince
Zap Bats Elite Barbarians Fireball Witch
Bats Zap Fireball Witch
Zap Fireball Dark Prince Witch
Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: