My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 Wizard 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 Wizard Witch Bandit

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.

Fireball

Punishments

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

Elixir Golem Bandit

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.

Knight Elixir Golem Bandit

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.

Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

Bats Knight Elixir Golem 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.

Fireball Wizard 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 Knight Elixir Golem Skeleton Army Bandit Fireball Wizard Witch

Shortest cycle

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

11 Bats Knight Elixir Golem Skeleton Army

Attack Synergies 1 11

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 Bandit
Knight
Bats Fireball Wizard Witch
Elixir Golem
Bats Fireball Wizard Witch Bandit
Fireball
Knight Elixir Golem
Wizard
Knight Elixir Golem Bandit
Skeleton Army
Witch
Knight Elixir Golem Bandit
Bandit
Bats Elixir Golem Wizard Witch

Defense Synergies 1 10

Bats
Knight Bandit
Knight
Bats Fireball Wizard Skeleton Army Witch
Elixir Golem
Fireball
Knight Bandit
Wizard
Knight Skeleton Army Bandit
Skeleton Army
Knight Wizard Bandit
Witch
Knight Bandit
Bandit
Bats Fireball Wizard Skeleton Army 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.

Knight Fireball Wizard
Skeleton Army Bats Knight Witch Bandit
Skeleton Army Witch Bats Knight Bandit
Skeleton Army Witch Bats Knight Bandit
Fireball Skeleton Army
Fireball Skeleton Army Bats Bandit
Bats Fireball Wizard Witch
Fireball Bandit
Witch Skeleton Army
Knight Skeleton Army Bandit
Bats Skeleton Army Witch Knight Fireball Wizard Bandit
Bats Fireball Wizard Witch
Skeleton Army Bats Knight Fireball Wizard Witch Bandit
Fireball Wizard Skeleton Army Bats Witch
Skeleton Army Knight Bandit
Skeleton Army Fireball Bandit
Wizard Bats Knight Fireball Skeleton Army Witch
Fireball Bats Knight Wizard Skeleton Army Witch Bandit
Wizard Witch Bats Knight Fireball Bandit
Wizard Skeleton Army Bats Knight Fireball Witch Bandit

Counters to secondary win conditions

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

Knight Skeleton Army Fireball Witch Bandit
Fireball Bandit Knight Wizard
Skeleton Army Bandit Bats Knight Witch
Skeleton Army Bats Knight Fireball Bandit
Knight Skeleton Army Witch Bandit
Fireball Wizard Bats Witch
Skeleton Army Bats Knight Fireball Witch Bandit
Knight Skeleton Army
Bats Knight Fireball Skeleton Army Witch Bandit
Witch Skeleton Army
Bats Knight Witch
Skeleton Army Fireball
Skeleton Army Knight Fireball Wizard Witch Bandit
Wizard Fireball Skeleton Army Witch
Skeleton Army Witch Bats Knight Fireball
Bats Fireball Wizard 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 Knight Bandit
Fireball Bandit
Fireball Bandit
Knight Fireball
Fireball Wizard
Fireball Wizard Bats Witch
Wizard Witch
Fireball Wizard
Fireball Wizard Bandit
Bats Fireball
Knight Fireball Wizard Bandit
Fireball Wizard
Knight Fireball Bandit
Fireball Bandit
Fireball
Fireball Wizard Witch Bandit
Fireball Wizard Bandit
Fireball
Bats
Fireball Wizard Bandit
Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
Fireball Wizard Witch
Witch
Fireball Wizard Witch Bandit
Fireball Wizard Witch Bandit
Fireball Bandit
Bats Fireball Wizard Witch
Bats Fireball Wizard Witch
Fireball
Fireball Wizard Bandit
Fireball
Fireball Wizard
Bats Fireball Skeleton Army Witch Bandit
Fireball Wizard Witch
Fireball
Fireball Knight Wizard
Fireball Wizard
Fireball
Bats Fireball Witch
Bats Fireball Witch
Fireball Witch Bandit

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