My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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 Wizard Baby Dragon Witch Magic Archer

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 Wizard Baby Dragon Witch Magic Archer 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.

Missing

Punishments

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

Hog Rider 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 Baby Dragon Magic Archer 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 Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Magic Archer 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 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.

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.

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 Hog Rider Baby Dragon Magic Archer Wizard Witch Mega Knight

Shortest cycle

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

13 Bats Skeleton Army Hog Rider Baby Dragon

Attack Synergies 2 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
Hog Rider Mega Knight Baby Dragon
Hog Rider
Bats Wizard Baby Dragon Witch Magic Archer Mega Knight
Wizard
Hog Rider Mega Knight
Skeleton Army
Baby Dragon
Bats Hog Rider Witch Mega Knight
Witch
Hog Rider Baby Dragon Mega Knight
Magic Archer
Hog Rider Mega Knight
Mega Knight
Bats Hog Rider Wizard Baby Dragon Witch Magic Archer

Defense Synergies 0 9

Bats
Baby Dragon Mega Knight
Hog Rider
Wizard
Skeleton Army Mega Knight
Skeleton Army
Wizard Magic Archer
Baby Dragon
Bats Witch Mega Knight
Witch
Baby Dragon Mega Knight
Magic Archer
Skeleton Army Mega Knight
Mega Knight
Bats Wizard Baby Dragon Witch Magic Archer

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.

Wizard Baby Dragon Magic Archer
Skeleton Army Bats Witch Mega Knight
Skeleton Army Witch Mega Knight Bats
Skeleton Army Witch Bats Mega Knight
Skeleton Army Mega Knight
Skeleton Army Bats Baby Dragon Magic Archer Mega Knight
Bats Wizard Baby Dragon Witch Magic Archer
Baby Dragon Magic Archer Mega Knight
Witch Skeleton Army
Skeleton Army Mega Knight
Bats Skeleton Army Witch Wizard Baby Dragon Magic Archer Mega Knight
Bats Wizard Baby Dragon Witch Magic Archer
Skeleton Army Mega Knight Bats Wizard Witch
Wizard Skeleton Army Mega Knight Bats Baby Dragon Witch Magic Archer
Skeleton Army Mega Knight
Skeleton Army Mega Knight
Wizard Mega Knight Bats Skeleton Army Witch
Mega Knight Bats Wizard Skeleton Army Baby Dragon Witch Magic Archer
Wizard Baby Dragon Witch Bats Magic Archer Mega Knight
Wizard Skeleton Army Mega Knight Bats Baby Dragon Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch
Wizard Baby Dragon Magic Archer Mega Knight
Skeleton Army Mega Knight Bats Witch
Skeleton Army Mega Knight Bats
Skeleton Army Witch Mega Knight
Wizard Bats Baby Dragon Witch Magic Archer
Skeleton Army Bats Witch
Mega Knight Skeleton Army
Mega Knight Bats Skeleton Army Baby Dragon Witch Magic Archer
Witch Skeleton Army
Mega Knight Bats Witch
Skeleton Army Mega Knight
Skeleton Army Mega Knight Wizard Witch
Wizard Skeleton Army Baby Dragon Witch Magic Archer Mega Knight
Skeleton Army Witch Bats Baby Dragon Magic Archer
Bats Mega Knight Wizard Baby Dragon Witch Magic Archer

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.)

Magic Archer Baby Dragon
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer Mega Knight
Wizard Bats Baby Dragon Witch Magic Archer
Wizard Baby Dragon Witch Magic Archer
Wizard Baby Dragon Magic Archer
Wizard
Bats
Wizard Magic Archer
Wizard Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Wizard Baby Dragon Witch Magic Archer
Magic Archer Wizard Baby Dragon Mega Knight
Bats
Wizard Baby Dragon Magic Archer Mega Knight
Wizard Baby Dragon Witch Magic Archer Mega Knight
Baby Dragon Magic Archer Mega Knight
Wizard
Baby Dragon
Wizard Baby Dragon Witch Magic Archer Mega Knight
Witch
Wizard Baby Dragon Witch Magic Archer
Wizard Baby Dragon Witch Magic Archer Mega Knight
Baby Dragon Magic Archer
Bats Wizard Baby Dragon Witch Magic Archer
Bats Wizard Witch
Wizard Magic Archer Mega Knight
Magic Archer
Mega Knight
Wizard Magic Archer
Bats Skeleton Army Witch Magic Archer
Wizard Baby Dragon Witch Magic Archer
Wizard Baby Dragon Magic Archer Mega Knight
Wizard Baby Dragon Magic Archer
Mega Knight
Bats Baby Dragon Witch Magic Archer
Bats Witch Magic Archer
Baby Dragon Witch Magic Archer Mega Knight
Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: