My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
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 Inferno Dragon Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Inferno Dragon Mother Witch Mega Knight

Offensive cards

Win conditions

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

Mortar Hog Rider

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.

Mortar Hog Rider Mega 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.

Knight Mortar Hog Rider 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.

Hog Rider

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 Hog Rider Inferno Dragon
Giant Snowball
Bats Hog Rider Inferno Dragon
Zap
Bats Mortar Inferno Dragon
Barbarian Barrel
Knight Mortar
The Log
Hog Rider
Earthquake
Mortar Hog Rider
Arrows
Bats
Royal Delivery
Bats Knight Hog Rider Inferno Dragon Mother Witch
Fireball
Mortar Hog Rider Inferno Dragon Mother Witch
Poison
Bats Mortar Mother Witch
Lightning
Knight Mortar Inferno Dragon Mother Witch
Rocket
Mortar Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball 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 Inferno Dragon Mother Witch Mega Knight

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

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 Mortar Fireball Hog Rider Inferno Dragon Mother Witch Mega Knight

Shortest cycle

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

13 Bats Knight Mortar Fireball

Attack Synergies 7 10

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 Hog Rider Mega Knight Mortar Inferno Dragon
Knight
Bats Mortar Hog Rider Fireball Mother Witch
Mortar
Knight Bats Fireball Hog Rider
Fireball
Hog Rider Knight Mortar Mega Knight
Hog Rider
Bats Knight Fireball Mortar Mother Witch Mega Knight
Inferno Dragon
Mega Knight Bats
Mother Witch
Knight Hog Rider Mega Knight
Mega Knight
Bats Inferno Dragon Fireball Hog Rider Mother Witch

Defense Synergies 1 11

Bats
Knight Mortar Inferno Dragon Mega Knight
Knight
Bats Mortar Fireball Mother Witch
Mortar
Bats Knight Fireball Inferno Dragon
Fireball
Knight Mortar Mega Knight
Hog Rider
Inferno Dragon
Bats Mortar Mega Knight
Mother Witch
Knight Mega Knight
Mega Knight
Bats Fireball Inferno Dragon Mother 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 Mortar Fireball
Inferno Dragon Bats Knight Mortar Mega Knight
Mortar Mega Knight Bats Knight Inferno Dragon
Inferno Dragon Bats Knight Mortar Mega Knight
Fireball Mega Knight
Fireball Bats Mother Witch Mega Knight
Bats Inferno Dragon Mortar Fireball
Fireball Mega Knight
Inferno Dragon Mortar
Knight Mega Knight
Bats Mother Witch Knight Fireball Mega Knight
Inferno Dragon Bats Fireball
Mortar Mega Knight Bats Knight Fireball
Fireball Mega Knight Bats Mortar
Inferno Dragon Knight Mortar Mega Knight
Mortar Fireball Inferno Dragon Mega Knight
Mega Knight Bats Knight Mortar Fireball
Mortar Fireball Mega Knight Bats Knight
Mortar Bats Knight Fireball Inferno Dragon Mother Witch Mega Knight
Mortar Inferno Dragon
Mega Knight Bats Knight Fireball Mother Witch

Counters to secondary win conditions

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

Knight Mega Knight Fireball
Fireball Knight Mortar Inferno Dragon Mega Knight
Mega Knight Bats Knight
Mega Knight Bats Knight Fireball
Knight Inferno Dragon Mega Knight
Fireball Mother Witch Bats
Bats Knight Fireball
Mega Knight Knight Inferno Dragon
Mega Knight Bats Knight Mortar Fireball Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats Knight
Mega Knight Fireball
Mega Knight Knight Fireball
Fireball Mega Knight
Bats Knight Mortar Fireball Inferno Dragon
Bats Mega Knight Fireball Inferno Dragon Mother 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 Mortar
Mortar Fireball
Fireball
Knight Fireball
Fireball Mortar Mega Knight
Fireball Mother Witch Bats
Mortar
Fireball
Fireball Mortar
Bats Fireball
Knight Mortar Fireball
Fireball
Knight Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball Mega Knight
Mortar Fireball
Bats
Mortar Fireball Mega Knight
Mortar Fireball Mother Witch Mega Knight
Fireball Mega Knight
Fireball
Mortar Fireball
Mother Witch Mortar Fireball Mega Knight
Inferno Dragon
Mortar Fireball
Fireball Mortar Mega Knight
Fireball Mortar
Bats Fireball Mother Witch
Bats Fireball
Fireball
Mortar Fireball Mega Knight
Fireball
Mega Knight
Fireball
Bats Fireball
Fireball
Fireball
Fireball Knight Mega Knight
Mortar Fireball
Fireball
Mega Knight
Bats Fireball
Bats Fireball
Mortar Fireball Mega Knight

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