My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Archers Witch Electro Wizard

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 Archers Witch Balloon Electro Wizard Lumberjack Golden Knight

Offensive cards

Win conditions

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

Balloon

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.

Balloon Lumberjack Golden Knight

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.

Balloon Lumberjack

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.

Balloon Electro Wizard Lumberjack Golden Knight

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 Archers Balloon
Giant Snowball
Bats Archers Witch Balloon Lumberjack
Zap
Bats Archers Witch Balloon
Barbarian Barrel
Archers Witch Electro Wizard Lumberjack
The Log
Archers Witch Lumberjack
Earthquake
Archers Witch
Arrows
Bats Archers Witch
Royal Delivery
Bats Archers Witch Balloon Electro Wizard Lumberjack
Fireball
Archers Witch Balloon Electro Wizard Lumberjack
Poison
Bats Archers Witch Balloon Electro Wizard
Lightning
Witch Balloon Electro Wizard Lumberjack
Rocket
Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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

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

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.

Fireball Witch Electro Wizard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Fireball Electro Wizard Lumberjack Golden Knight Witch Balloon

Shortest cycle

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

13 Bats Archers Fireball Electro Wizard

Attack Synergies 2 9

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
Balloon Lumberjack
Archers
Balloon Lumberjack
Fireball
Electro Wizard Golden Knight
Witch
Lumberjack
Balloon
Bats Lumberjack Archers Electro Wizard Golden Knight
Electro Wizard
Fireball Balloon Lumberjack
Lumberjack
Balloon Bats Archers Witch Electro Wizard
Golden Knight
Fireball Balloon

Defense Synergies 0 13

Bats
Electro Wizard Lumberjack Golden Knight
Archers
Witch Electro Wizard Lumberjack Golden Knight
Fireball
Electro Wizard Lumberjack Golden Knight
Witch
Archers Electro Wizard Lumberjack
Balloon
Electro Wizard
Bats Archers Fireball Witch Lumberjack
Lumberjack
Bats Archers Fireball Witch Electro Wizard
Golden Knight
Bats Archers Fireball

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.

Fireball Electro Wizard Golden Knight
Lumberjack Bats Witch Electro Wizard
Witch Lumberjack Bats Archers Electro Wizard
Witch Lumberjack Bats Electro Wizard
Fireball Lumberjack
Fireball Bats Archers Electro Wizard Lumberjack
Bats Electro Wizard Archers Fireball Witch
Fireball Electro Wizard Golden Knight
Witch Lumberjack
Archers Electro Wizard Lumberjack
Bats Archers Witch Electro Wizard Fireball Lumberjack
Bats Archers Fireball Witch Electro Wizard
Lumberjack Bats Fireball Witch Electro Wizard
Fireball Bats Witch Electro Wizard Lumberjack Golden Knight
Electro Wizard Lumberjack
Fireball Electro Wizard Lumberjack
Bats Fireball Witch Electro Wizard Lumberjack
Fireball Bats Archers Witch Electro Wizard Lumberjack Golden Knight
Witch Bats Archers Fireball Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bats Archers Fireball Witch Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Archers Fireball Witch Electro Wizard
Fireball Electro Wizard Archers Lumberjack
Lumberjack Bats Witch Electro Wizard Golden Knight
Lumberjack Bats Fireball Electro Wizard
Witch Lumberjack
Fireball Bats Archers Witch Electro Wizard
Bats Archers Fireball Witch Electro Wizard Lumberjack
Lumberjack
Electro Wizard Bats Fireball Witch
Witch
Bats Witch Lumberjack Golden Knight
Fireball Electro Wizard
Fireball Witch Lumberjack Golden Knight
Archers Fireball Witch
Witch Electro Wizard Bats Archers Fireball Lumberjack Golden Knight
Bats Archers Fireball Witch Electro Wizard Golden Knight

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 Golden Knight
Fireball Electro Wizard Golden Knight
Fireball
Fireball
Fireball
Fireball Bats Witch
Archers Witch
Fireball
Fireball Golden Knight
Bats Fireball Electro Wizard Lumberjack
Fireball Electro Wizard Golden Knight
Fireball Archers
Fireball Golden Knight
Fireball
Fireball
Fireball Witch Golden Knight
Fireball
Fireball
Bats
Archers Fireball Electro Wizard
Fireball Witch Golden Knight
Fireball
Fireball
Fireball
Fireball Witch
Witch
Fireball Witch Electro Wizard Golden Knight
Fireball Witch Golden Knight
Fireball Golden Knight
Bats Archers Fireball Witch Electro Wizard
Electro Wizard Bats Fireball Witch
Fireball
Fireball
Fireball Electro Wizard
Fireball
Electro Wizard Bats Archers Fireball Witch
Fireball Archers Witch Electro Wizard
Fireball
Fireball Electro Wizard Lumberjack
Fireball
Fireball
Bats Fireball Witch Electro Wizard Golden Knight
Bats Fireball Witch Electro Wizard
Fireball Witch Electro Wizard Golden Knight

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