My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
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 Inferno Tower Witch Inferno Dragon

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 Witch Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Rage

Punishments

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

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.

Barbarians Mega 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 Inferno Dragon
Giant Snowball
Bats Barbarians Witch Inferno Dragon
Zap
Bats Inferno Tower Witch Inferno Dragon
Barbarian Barrel
Barbarians Inferno Tower Witch
The Log
Barbarians Witch
Earthquake
Barbarians Inferno Tower Witch
Arrows
Bats Witch
Royal Delivery
Bats Barbarians Witch Inferno Dragon
Fireball
Barbarians Inferno Tower Witch Inferno Dragon
Poison
Bats Barbarians Inferno Tower Witch
Lightning
Inferno Tower Witch Inferno Dragon
Rocket
Barbarians Inferno Tower Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Arrows Inferno Tower Rage Inferno Dragon 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.

Barbarians 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 Rage Arrows Inferno Dragon Barbarians Inferno Tower Witch Mega Knight

Shortest cycle

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

11 Bats Rage Arrows Inferno Dragon

Attack Synergies 3 4

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
Mega Knight Rage Inferno Dragon
Arrows
Mega Knight
Barbarians
Inferno Tower
Rage
Witch Bats
Witch
Rage Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Arrows Witch

Defense Synergies 1 8

Bats
Inferno Tower Inferno Dragon Mega Knight
Arrows
Mega Knight Barbarians Inferno Tower
Barbarians
Arrows
Inferno Tower
Bats Arrows Mega Knight
Rage
Witch
Mega Knight
Inferno Dragon
Bats Mega Knight
Mega Knight
Arrows Bats Inferno Tower Witch Inferno Dragon

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.

Inferno Tower
Barbarians Inferno Tower Inferno Dragon Bats Witch Mega Knight
Barbarians Inferno Tower Witch Mega Knight Bats Inferno Dragon
Barbarians Inferno Tower Witch Inferno Dragon Bats Mega Knight
Arrows Barbarians Mega Knight
Arrows Bats Mega Knight
Bats Inferno Tower Inferno Dragon Arrows Witch
Arrows Barbarians Inferno Tower Mega Knight
Barbarians Inferno Tower Witch Inferno Dragon
Barbarians Inferno Tower Mega Knight
Bats Barbarians Witch Arrows Mega Knight
Arrows Inferno Tower Inferno Dragon Bats Witch
Barbarians Inferno Tower Mega Knight Bats Witch
Mega Knight Bats Arrows Barbarians Witch
Barbarians Inferno Tower Inferno Dragon Mega Knight
Barbarians Inferno Tower Inferno Dragon Mega Knight
Barbarians Mega Knight Bats Arrows Inferno Tower Witch
Arrows Mega Knight Bats Barbarians Witch
Arrows Witch Bats Barbarians Inferno Dragon Mega Knight
Barbarians Inferno Tower Inferno Dragon
Mega Knight Bats Arrows Barbarians Witch

Counters to secondary win conditions

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

Barbarians Mega Knight Inferno Tower Witch
Arrows Inferno Dragon Mega Knight
Barbarians Mega Knight Bats Inferno Tower Witch
Mega Knight Bats Barbarians Inferno Tower
Barbarians Inferno Tower Witch Inferno Dragon Mega Knight
Arrows Bats Witch
Bats Barbarians Inferno Tower Witch
Inferno Tower Mega Knight Barbarians Inferno Dragon
Mega Knight Bats Barbarians Inferno Tower Witch Inferno Dragon
Inferno Tower Witch Barbarians Inferno Dragon
Inferno Dragon Mega Knight Bats Barbarians Inferno Tower Witch
Mega Knight Arrows Barbarians
Barbarians Mega Knight Inferno Tower Witch
Barbarians Witch Mega Knight
Barbarians Inferno Tower Witch Bats Inferno Dragon
Bats Arrows Mega Knight Barbarians Inferno Tower Witch Inferno Dragon

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
Arrows
Arrows
Arrows Barbarians
Arrows Mega Knight
Arrows Bats Witch
Arrows Witch
Arrows
Arrows
Bats
Arrows
Arrows
Arrows
Arrows
Arrows Witch
Arrows Mega Knight
Arrows
Bats
Arrows Mega Knight
Arrows Witch Mega Knight
Mega Knight
Arrows
Arrows Barbarians
Arrows Witch Mega Knight
Witch Inferno Dragon
Arrows Witch
Arrows Witch Mega Knight
Arrows
Bats Arrows Witch
Bats Witch
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Barbarians Witch
Arrows Witch
Arrows
Mega Knight
Arrows
Arrows
Mega Knight
Bats Witch
Bats Witch
Witch Mega Knight

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