My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Bad
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 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 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.

Bats Knight Elixir Golem Witch Skeleton King

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.

Rage Tornado Void

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.

Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Elixir Golem Skeleton King

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 King
Giant Snowball
Bats Witch Skeleton King
Zap
Bats Witch Skeleton King
Barbarian Barrel
Knight Elixir Golem Witch Skeleton King
The Log
Elixir Golem Witch Skeleton King
Earthquake
Elixir Golem Witch Skeleton King
Arrows
Bats Witch Skeleton King
Royal Delivery
Bats Knight Elixir Golem Witch Skeleton King
Fireball
Elixir Golem Witch Skeleton King
Poison
Bats Elixir Golem Witch Skeleton King
Lightning
Knight Witch Skeleton King
Rocket
Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Skeleton King

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 Elixir Golem Rage Tornado

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Knight Elixir Golem Tornado Void Skeleton King Witch

Shortest cycle

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

10 Bats Rage Knight Elixir Golem

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
Knight Elixir Golem Rage Skeleton King
Knight
Bats Witch
Elixir Golem
Rage Bats Tornado Witch
Rage
Elixir Golem Witch Bats
Tornado
Elixir Golem Witch
Void
Witch
Rage Knight Elixir Golem Tornado Skeleton King
Skeleton King
Bats Witch

Defense Synergies 1 5

Bats
Knight Skeleton King
Knight
Bats Tornado Witch
Elixir Golem
Rage
Tornado
Knight Witch Skeleton King
Void
Witch
Knight Tornado
Skeleton King
Bats Tornado

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.

Knight Void
Bats Knight Witch
Tornado Witch Bats Knight Void
Witch Bats Knight Skeleton King
Tornado
Tornado Bats
Bats Tornado Void Witch
Void
Witch Tornado Skeleton King
Knight Tornado
Bats Witch Knight Tornado Skeleton King
Bats Tornado Witch
Bats Knight Witch
Bats Tornado Witch Skeleton King
Knight Skeleton King
Tornado
Bats Knight Tornado Witch
Bats Knight Tornado Witch
Tornado Witch Bats Knight
Tornado
Bats Knight Witch

Counters to secondary win conditions

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

Knight Void Witch
Void Knight
Bats Knight Witch
Bats Knight Tornado
Knight Witch
Bats Tornado Witch
Bats Knight Void Witch
Knight
Void Bats Knight Tornado Witch
Witch
Bats Knight Witch
Tornado Void
Knight Witch Skeleton King
Witch
Witch Bats Knight Tornado Skeleton King
Bats Witch Skeleton King

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.)

Void Knight
Void Tornado
Void
Knight Void
Bats Tornado Witch
Tornado Witch
Tornado
Void Tornado
Bats Tornado Void
Void Knight Tornado
Void Tornado
Knight Void
Void
Witch
Tornado
Bats
Void
Tornado Witch
Void
Tornado Void
Void Tornado
Void
Tornado Witch
Witch
Void Tornado Witch
Void Tornado Witch
Void Tornado
Bats Tornado Witch
Bats Void Witch
Void
Void
Void
Bats Void Witch
Tornado Witch
Void Knight
Skeleton King
Void Tornado
Bats Tornado Witch Skeleton King
Bats Tornado Void Witch
Void Tornado Witch

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