My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Inferno Tower Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Firecracker Elixir Golem Mother Witch

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap Arrows

Punishments

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

Elixir Golem

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.

Elixir Golem

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

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 Elixir Golem Skeleton Army
Giant Snowball
Bats Skeleton Army
Zap
Bats Firecracker Inferno Tower Skeleton Army
Barbarian Barrel
Firecracker Elixir Golem Inferno Tower Skeleton Army
The Log
Firecracker Elixir Golem Skeleton Army
Earthquake
Firecracker Elixir Golem Inferno Tower Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Firecracker Elixir Golem Skeleton Army Mother Witch
Fireball
Firecracker Elixir Golem Inferno Tower Skeleton Army Mother Witch
Poison
Bats Firecracker Elixir Golem Inferno Tower Skeleton Army Mother Witch
Lightning
Inferno Tower Mother Witch
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker

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 Arrows Elixir Golem Inferno Tower Skeleton Army Mother Witch

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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Firecracker Elixir Golem Skeleton Army Mother Witch Inferno Tower

Shortest cycle

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

10 Bats Zap Arrows Firecracker

Attack Synergies 3 8

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
Zap Firecracker Elixir Golem
Zap
Arrows Firecracker Bats Elixir Golem Mother Witch
Arrows
Zap Elixir Golem Mother Witch
Firecracker
Zap Elixir Golem Bats
Elixir Golem
Firecracker Bats Zap Arrows Mother Witch
Inferno Tower
Skeleton Army
Mother Witch
Zap Arrows Elixir Golem

Defense Synergies 1 12

Bats
Zap Firecracker Inferno Tower
Zap
Bats Arrows Firecracker Inferno Tower Skeleton Army Mother Witch
Arrows
Zap Inferno Tower Mother Witch
Firecracker
Bats Zap Inferno Tower Skeleton Army
Elixir Golem
Inferno Tower
Skeleton Army Bats Zap Arrows Firecracker
Skeleton Army
Inferno Tower Zap Firecracker
Mother Witch
Zap Arrows

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 Firecracker Inferno Tower
Inferno Tower Skeleton Army Bats Zap Firecracker
Inferno Tower Skeleton Army Bats
Inferno Tower Skeleton Army Bats Firecracker
Arrows Firecracker Skeleton Army
Arrows Skeleton Army Bats Zap Firecracker Mother Witch
Bats Inferno Tower Zap Arrows Firecracker
Zap Arrows Inferno Tower
Inferno Tower Skeleton Army
Skeleton Army Firecracker Inferno Tower
Bats Skeleton Army Mother Witch Zap Arrows Firecracker
Arrows Inferno Tower Bats Zap Firecracker
Inferno Tower Skeleton Army Bats Zap
Skeleton Army Bats Zap Arrows Firecracker
Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Zap
Bats Arrows Firecracker Inferno Tower Skeleton Army
Arrows Bats Zap Firecracker Skeleton Army
Zap Arrows Bats Firecracker Mother Witch
Inferno Tower
Skeleton Army Bats Arrows Firecracker Mother Witch

Counters to secondary win conditions

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

Skeleton Army Zap Inferno Tower
Zap Arrows Firecracker
Skeleton Army Bats Zap Inferno Tower
Skeleton Army Bats Zap Inferno Tower
Inferno Tower Skeleton Army
Arrows Firecracker Mother Witch Bats Zap
Skeleton Army Bats Inferno Tower
Inferno Tower Skeleton Army
Zap Bats Firecracker Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Bats Inferno Tower
Skeleton Army Zap Arrows
Skeleton Army Inferno Tower
Firecracker Skeleton Army
Inferno Tower Skeleton Army Bats Zap Firecracker
Bats Arrows Zap Firecracker Inferno Tower Mother Witch
Zap Arrows Inferno Tower

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.)

Arrows Firecracker
Arrows Firecracker Zap
Arrows
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Mother Witch Bats Zap
Arrows Firecracker
Arrows Zap Firecracker
Arrows Zap Firecracker
Bats
Firecracker Zap Arrows
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Zap Arrows Firecracker
Zap Arrows Firecracker Mother Witch
Arrows
Zap Arrows
Zap Arrows Firecracker Mother Witch
Arrows Firecracker Zap
Zap Arrows
Zap Arrows Firecracker
Bats Zap Arrows Firecracker Mother Witch
Zap Bats Firecracker
Zap Arrows
Zap Arrows Firecracker
Arrows Firecracker
Zap Bats Skeleton Army
Zap Arrows Firecracker
Arrows
Firecracker
Arrows Zap Firecracker
Zap Arrows
Firecracker
Zap Bats Firecracker
Firecracker Bats Zap
Zap Firecracker
Firecracker

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