My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Firecracker 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.

Skeletons Bats Firecracker Battle Ram Wizard Witch Bandit

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Rage

Punishments

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

Battle Ram Bandit

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.

Battle Ram Bandit

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.

Firecracker 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
Skeletons Bats Battle Ram Bandit
Giant Snowball
Skeletons Bats Battle Ram Witch
Zap
Skeletons Bats Firecracker Battle Ram Witch Bandit
Barbarian Barrel
Skeletons Firecracker Battle Ram Wizard Witch Bandit
The Log
Skeletons Firecracker Battle Ram Witch Bandit
Earthquake
Skeletons Firecracker Witch
Arrows
Skeletons Bats Firecracker Witch
Royal Delivery
Skeletons Bats Firecracker Battle Ram Wizard Witch Bandit
Fireball
Firecracker Battle Ram Wizard Witch Bandit
Poison
Bats Firecracker Wizard Witch
Lightning
Battle Ram Wizard Witch Bandit
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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 Battle Ram Rage

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Bats Rage Firecracker Bandit Battle Ram Wizard Witch

Shortest cycle

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

8 Skeletons Bats Rage Firecracker

Attack Synergies 2 10

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.

Skeletons
Bats
Firecracker Battle Ram Rage Bandit
Firecracker
Bats Battle Ram Bandit
Battle Ram
Bandit Bats Firecracker Witch
Wizard
Rage Bandit
Rage
Witch Bats Wizard
Witch
Rage Battle Ram Bandit
Bandit
Battle Ram Bats Firecracker Wizard Witch

Defense Synergies 0 10

Skeletons
Bats Firecracker Wizard Witch Bandit
Bats
Skeletons Firecracker Bandit
Firecracker
Skeletons Bats Bandit
Battle Ram
Wizard
Skeletons Bandit
Rage
Witch
Skeletons Bandit
Bandit
Skeletons Bats Firecracker Wizard Witch

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.

Firecracker Wizard
Skeletons Bats Firecracker Witch Bandit
Witch Skeletons Bats Bandit
Witch Skeletons Bats Firecracker Bandit
Firecracker
Skeletons Bats Firecracker Bandit
Bats Firecracker Wizard Witch
Bandit
Witch Skeletons
Skeletons Firecracker Bandit
Bats Witch Skeletons Firecracker Wizard Bandit
Bats Firecracker Wizard Witch
Skeletons Bats Wizard Witch Bandit
Wizard Bats Firecracker Witch
Bandit
Bandit
Wizard Skeletons Bats Firecracker Witch
Bats Firecracker Wizard Witch Bandit
Wizard Witch Bats Firecracker Bandit
Wizard Bats Firecracker Witch Bandit

Counters to secondary win conditions

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

Skeletons Witch Bandit
Bandit Firecracker Wizard
Bandit Skeletons Bats Witch
Bats Bandit
Skeletons Witch Bandit
Firecracker Wizard Skeletons Bats Witch
Skeletons Bats Witch Bandit
Skeletons Bats Firecracker Witch Bandit
Witch Skeletons
Bats Witch
Skeletons Wizard Witch Bandit
Wizard Firecracker Witch
Witch Skeletons Bats Firecracker
Bats Firecracker 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.)

Firecracker Bandit
Firecracker Bandit
Bandit
Firecracker
Wizard Firecracker
Firecracker Wizard Bats Witch
Firecracker Wizard Witch
Firecracker Wizard
Firecracker Wizard Bandit
Bats
Firecracker Wizard Bandit
Firecracker Wizard
Firecracker Bandit
Firecracker Bandit
Firecracker
Firecracker Wizard Witch Bandit
Firecracker Wizard Bandit
Bats
Firecracker Wizard Bandit
Firecracker Wizard Witch
Wizard
Firecracker Wizard Witch
Witch
Firecracker Wizard Witch Bandit
Wizard Witch Bandit
Firecracker Bandit
Bats Firecracker Wizard Witch
Bats Firecracker Wizard Witch
Wizard Bandit
Firecracker
Firecracker Wizard
Bats Witch Bandit
Firecracker Wizard Witch
Firecracker Wizard
Firecracker Wizard
Firecracker
Bats Firecracker Witch
Firecracker Bats Witch
Firecracker Witch Bandit
Firecracker Wizard

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