My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 Musketeer Wizard 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 Knight Musketeer Wizard Witch

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

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 Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Hog Rider

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 Goblin Barrel

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 Goblin Barrel Skeleton Army
Giant Snowball
Bats Musketeer Hog Rider Goblin Barrel Skeleton Army Witch
Zap
Bats Goblin Barrel Skeleton Army Witch
Barbarian Barrel
Knight Musketeer Wizard Goblin Barrel Skeleton Army Witch
The Log
Musketeer Hog Rider Goblin Barrel Skeleton Army Witch
Earthquake
Hog Rider Goblin Barrel Skeleton Army Witch
Arrows
Bats Goblin Barrel Skeleton Army Witch
Royal Delivery
Bats Knight Musketeer Hog Rider Wizard Goblin Barrel Skeleton Army Witch
Fireball
Musketeer Hog Rider Wizard Goblin Barrel Skeleton Army Witch
Poison
Bats Musketeer Wizard Skeleton Army Witch
Lightning
Knight Musketeer Wizard Witch
Rocket
Musketeer Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Knight Skeleton Army

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.

Goblin Barrel 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.

Musketeer Wizard Goblin Barrel 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 Knight Goblin Barrel Skeleton Army Musketeer Hog Rider Wizard Witch

Shortest cycle

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

11 Bats Knight Goblin Barrel Skeleton Army

Attack Synergies 6 7

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
Knight Hog Rider Goblin Barrel
Knight
Bats Musketeer Hog Rider Goblin Barrel Wizard Witch
Musketeer
Knight Hog Rider
Hog Rider
Bats Knight Musketeer Wizard Goblin Barrel Witch
Wizard
Knight Hog Rider
Goblin Barrel
Knight Bats Hog Rider Skeleton Army
Skeleton Army
Goblin Barrel
Witch
Knight Hog Rider

Defense Synergies 2 6

Bats
Knight Musketeer
Knight
Bats Musketeer Wizard Skeleton Army Witch
Musketeer
Knight Bats Skeleton Army
Hog Rider
Wizard
Knight Skeleton Army
Goblin Barrel
Skeleton Army
Knight Musketeer Wizard
Witch
Knight

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.

Knight Musketeer Wizard
Skeleton Army Bats Knight Musketeer Witch
Skeleton Army Witch Bats Knight Musketeer
Skeleton Army Witch Bats Knight Musketeer
Skeleton Army
Skeleton Army Bats Musketeer
Bats Musketeer Wizard Witch
Musketeer
Witch Musketeer Skeleton Army
Knight Skeleton Army Musketeer
Bats Skeleton Army Witch Knight Musketeer Wizard
Musketeer Bats Wizard Witch
Skeleton Army Bats Knight Musketeer Wizard Witch
Wizard Skeleton Army Bats Witch
Skeleton Army Knight
Skeleton Army
Wizard Bats Knight Musketeer Skeleton Army Witch
Bats Knight Musketeer Wizard Skeleton Army Witch
Wizard Witch Bats Knight Musketeer
Musketeer
Wizard Skeleton Army Bats Knight Musketeer Witch

Counters to secondary win conditions

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

Knight Skeleton Army Witch
Knight Musketeer Wizard
Skeleton Army Bats Knight Musketeer Witch
Skeleton Army Bats Knight Musketeer
Knight Musketeer Skeleton Army Witch
Wizard Bats Musketeer Witch
Skeleton Army Bats Knight Musketeer Witch
Knight Skeleton Army
Bats Knight Skeleton Army Witch
Witch Musketeer Skeleton Army
Bats Knight Musketeer Witch
Skeleton Army
Skeleton Army Knight Wizard Witch
Wizard Musketeer Skeleton Army Witch
Skeleton Army Witch Bats Knight Musketeer
Bats Musketeer Wizard Witch

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.)

Knight Musketeer
Musketeer
Knight Musketeer
Wizard
Wizard Bats Musketeer Witch
Musketeer Wizard Witch
Wizard
Wizard
Bats Musketeer
Knight Musketeer Wizard
Musketeer Wizard
Knight Musketeer
Musketeer
Musketeer
Musketeer Wizard Witch
Musketeer Wizard
Bats
Musketeer Wizard
Wizard Witch
Musketeer
Wizard
Musketeer
Musketeer
Wizard Witch
Witch
Musketeer Wizard Witch
Musketeer Wizard Witch
Musketeer
Bats Musketeer Wizard Witch
Bats Musketeer Wizard Witch
Musketeer Wizard
Wizard
Bats Musketeer Skeleton Army Witch
Musketeer Wizard Witch
Knight Musketeer Wizard
Musketeer Wizard
Musketeer
Bats Musketeer Witch
Bats Musketeer Witch
Musketeer Witch
Wizard

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