My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minions Rascals Zappies Hunter 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.

Rascals Zappies Hunter Witch

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Fireball

Punishments

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

Wall Breakers

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.

Rascals Wall Breakers

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
Minions Wall Breakers Skeleton Army
Giant Snowball
Minions Zappies Wall Breakers Skeleton Army Witch
Zap
Minions Zappies Wall Breakers Skeleton Army Witch
Barbarian Barrel
Rascals Zappies Wall Breakers Skeleton Army Hunter Witch
The Log
Rascals Zappies Wall Breakers Skeleton Army Hunter Witch
Earthquake
Zappies Skeleton Army Witch
Arrows
Minions Rascals Zappies Wall Breakers Skeleton Army Witch
Royal Delivery
Minions Rascals Zappies Wall Breakers Skeleton Army Hunter Witch
Fireball
Minions Rascals Zappies Wall Breakers Skeleton Army Hunter Witch
Poison
Minions Rascals Zappies Skeleton Army Hunter Witch
Lightning
Hunter Witch
Rocket
Rascals Hunter Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Hunter

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.

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.

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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Minions Skeleton Army Fireball Zappies Hunter Rascals Witch

Shortest cycle

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

12 Wall Breakers Minions Skeleton Army Fireball

Attack Synergies 0 6

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.

Minions
Rascals Wall Breakers
Rascals
Minions Zappies Wall Breakers
Fireball
Wall Breakers
Zappies
Rascals Wall Breakers
Wall Breakers
Minions Rascals Fireball Zappies
Skeleton Army
Hunter
Witch

Defense Synergies 0 4

Minions
Zappies Hunter
Rascals
Fireball
Zappies
Zappies
Minions Fireball Skeleton Army
Wall Breakers
Skeleton Army
Zappies
Hunter
Minions
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.

Minions Fireball Zappies
Skeleton Army Hunter Minions Rascals Zappies Witch
Skeleton Army Hunter Witch Minions Rascals Zappies
Skeleton Army Hunter Witch Minions Rascals Zappies
Fireball Skeleton Army
Fireball Skeleton Army Minions Rascals Zappies Hunter
Minions Hunter Rascals Fireball Zappies Witch
Rascals Fireball
Zappies Hunter Witch Minions Rascals Skeleton Army
Skeleton Army Rascals Zappies Hunter
Minions Skeleton Army Witch Rascals Fireball Zappies Hunter
Minions Hunter Rascals Fireball Zappies Witch
Skeleton Army Hunter Minions Rascals Fireball Zappies Witch
Fireball Skeleton Army Minions Rascals Zappies Hunter Witch
Skeleton Army Rascals Zappies Hunter
Skeleton Army Rascals Fireball Zappies Hunter
Minions Rascals Fireball Zappies Skeleton Army Hunter Witch
Fireball Minions Rascals Zappies Skeleton Army Hunter Witch
Hunter Witch Minions Rascals Fireball Zappies
Zappies Hunter
Rascals Skeleton Army Minions Fireball Zappies Hunter Witch

Counters to secondary win conditions

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

Rascals Skeleton Army Fireball Zappies Witch
Fireball Hunter
Zappies Skeleton Army Minions Rascals Hunter Witch
Skeleton Army Hunter Rascals Fireball Zappies
Rascals Zappies Skeleton Army Hunter Witch
Fireball Minions Rascals Zappies Hunter Witch
Rascals Skeleton Army Minions Fireball Zappies Hunter Witch
Rascals Zappies Skeleton Army Hunter
Minions Fireball Zappies Skeleton Army Witch
Witch Zappies Skeleton Army
Minions Rascals Zappies Hunter Witch
Skeleton Army Fireball
Rascals Skeleton Army Fireball Zappies Hunter Witch
Rascals Fireball Zappies Skeleton Army Witch
Rascals Zappies Skeleton Army Witch Minions Fireball Hunter
Minions Rascals Fireball Zappies Hunter 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.)

Fireball Rascals
Fireball
Fireball
Rascals Fireball
Fireball
Fireball Minions Hunter Witch
Witch
Fireball Hunter
Fireball
Minions Fireball
Fireball
Fireball
Fireball Hunter
Minions Fireball
Fireball
Fireball Hunter Witch
Fireball
Fireball
Minions
Fireball Hunter
Fireball Witch
Minions Fireball
Fireball
Fireball
Fireball Hunter Witch
Witch
Fireball Hunter Witch
Fireball Witch
Fireball
Fireball Hunter Witch
Minions Fireball Zappies Witch
Fireball
Fireball Hunter
Fireball Zappies
Fireball
Minions Fireball Zappies Skeleton Army Witch
Fireball Zappies Hunter Witch
Fireball
Fireball Rascals Hunter
Fireball
Fireball
Minions Rascals Fireball Zappies Witch
Fireball Zappies Witch
Fireball Witch

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