My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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 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 Knight Giant Witch Magic Archer Mega Knight

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap

Punishments

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

Giant 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.

Knight Giant 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.

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 Giant Guards
Giant Snowball
Bats Guards Witch
Zap
Bats Guards Witch
Barbarian Barrel
Knight Guards Witch Magic Archer
The Log
Guards Witch
Earthquake
Guards Witch
Arrows
Bats Guards Witch
Royal Delivery
Bats Knight Guards Witch Magic Archer
Fireball
Witch Magic Archer
Poison
Bats Guards Witch Magic Archer
Lightning
Knight Witch Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer Mega Knight

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 Knight Guards Mega Knight

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.

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 Zap Knight Guards Magic Archer Giant Witch Mega Knight

Shortest cycle

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

10 Bats Zap Knight Guards

Attack Synergies 4 13

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 Giant Mega Knight Zap
Zap
Giant Bats Knight Guards Witch Magic Archer Mega Knight
Knight
Bats Zap Witch Magic Archer
Giant
Bats Zap Guards Witch Magic Archer
Guards
Zap Giant
Witch
Zap Knight Giant Mega Knight
Magic Archer
Zap Knight Giant Mega Knight
Mega Knight
Bats Zap Witch Magic Archer

Defense Synergies 3 11

Bats
Knight Zap Mega Knight
Zap
Mega Knight Bats Knight Guards Witch Magic Archer
Knight
Bats Magic Archer Zap Witch
Giant
Guards
Zap Witch Magic Archer
Witch
Zap Knight Guards Mega Knight
Magic Archer
Knight Zap Guards Mega Knight
Mega Knight
Zap Bats 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.

Zap Knight Magic Archer
Bats Zap Knight Witch Mega Knight
Witch Mega Knight Bats Knight
Witch Bats Knight Guards Mega Knight
Mega Knight
Bats Zap Guards Magic Archer Mega Knight
Bats Zap Witch Magic Archer
Zap Magic Archer Mega Knight
Witch
Knight Guards Mega Knight
Bats Guards Witch Zap Knight Magic Archer Mega Knight
Bats Zap Witch Magic Archer
Mega Knight Bats Zap Knight Guards Witch
Mega Knight Bats Zap Guards Witch Magic Archer
Knight Mega Knight
Zap Mega Knight
Mega Knight Bats Knight Witch
Mega Knight Bats Zap Knight Guards Witch Magic Archer
Zap Witch Bats Knight Guards Magic Archer Mega Knight
Mega Knight Bats Knight Guards Witch

Counters to secondary win conditions

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

Knight Guards Mega Knight Zap Witch
Zap Knight Magic Archer Mega Knight
Guards Mega Knight Bats Zap Knight Witch
Guards Mega Knight Bats Zap Knight
Knight Guards Witch Mega Knight
Bats Zap Witch Magic Archer
Guards Bats Knight Witch
Mega Knight Knight
Zap Mega Knight Bats Knight Witch Magic Archer
Witch Guards
Mega Knight Bats Knight Guards Witch
Mega Knight Zap Guards
Mega Knight Knight Guards Witch
Witch Magic Archer Mega Knight
Guards Witch Bats Zap Knight Magic Archer
Bats Mega Knight Zap 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 Knight Guards
Zap Magic Archer
Magic Archer
Knight Guards
Zap Magic Archer Mega Knight
Bats Zap Witch Magic Archer
Witch Magic Archer
Zap Magic Archer
Zap
Bats Guards
Zap Knight Magic Archer
Zap Magic Archer
Knight Magic Archer
Magic Archer
Zap Magic Archer
Zap Witch Magic Archer
Magic Archer Mega Knight
Bats
Zap Magic Archer Mega Knight
Zap Witch Magic Archer Mega Knight
Magic Archer Mega Knight
Zap
Zap Witch Magic Archer Mega Knight
Witch
Zap Witch Magic Archer
Zap Witch Magic Archer Mega Knight
Zap Magic Archer
Bats Zap Witch Magic Archer
Zap Bats Guards Witch
Zap Magic Archer Mega Knight
Zap Magic Archer
Mega Knight
Magic Archer
Zap Bats Guards Witch Magic Archer
Zap Witch Magic Archer
Knight Magic Archer Mega Knight
Zap Magic Archer
Zap
Mega Knight
Zap Bats Guards Witch Magic Archer
Bats Zap Witch Magic Archer
Zap Witch Magic Archer Mega Knight

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