My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

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 Wizard Witch Electro Giant Bandit

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Rage

Punishments

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

Bandit

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.

Electro Giant 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 Clone Bandit
Giant Snowball
Bats Clone Witch
Zap
Bats Clone Witch Bandit
Barbarian Barrel
Wizard Clone Witch Bandit
The Log
Clone Witch Bandit
Earthquake
Clone Witch
Arrows
Bats Clone Witch
Royal Delivery
Bats Wizard Clone Witch Bandit
Fireball
Wizard Clone Witch Bandit
Poison
Bats Wizard Clone Witch
Lightning
Wizard Witch Bandit
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Giant

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 Rage Clone Electro Giant

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Rage Clone Bandit Wizard Witch Electro Giant

Shortest cycle

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

7 Mirror Bats Rage Clone

Attack Synergies 2 7

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
Rage Clone Bandit
Wizard
Rage Bandit
Mirror
Electro Giant
Rage
Witch Bats Wizard
Clone
Bats Witch
Witch
Rage Clone Bandit
Electro Giant
Mirror
Bandit
Bats Wizard Witch

Defense Synergies 0 3

Bats
Bandit
Wizard
Bandit
Mirror
Rage
Clone
Witch
Bandit
Electro Giant
Bandit
Bats Wizard 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.

Wizard
Bats Witch Bandit
Witch Bats Bandit
Witch Bats Bandit
Bats Bandit
Bats Wizard Witch
Electro Giant Bandit
Witch
Bandit
Bats Witch Wizard Electro Giant Bandit
Bats Wizard Witch
Bats Wizard Witch Bandit
Wizard Bats Witch
Bandit
Electro Giant Bandit
Wizard Bats Witch
Bats Wizard Witch Bandit
Wizard Witch Bats Bandit
Wizard Bats Witch Electro Giant Bandit

Counters to secondary win conditions

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

Witch Electro Giant Bandit
Bandit Wizard
Bandit Bats Witch
Bats Bandit
Witch Bandit
Wizard Electro Giant Bats Witch
Bats Witch Bandit
Bats Witch Bandit
Witch
Bats Witch
Electro Giant
Wizard Witch Bandit
Wizard Witch Electro Giant
Witch Electro Giant Bats
Bats Wizard Witch Electro Giant

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.)

Bandit
Bandit
Bandit
Wizard
Wizard Electro Giant Bats Witch
Wizard Witch
Wizard
Wizard Bandit
Bats
Wizard Bandit
Wizard
Bandit
Bandit
Wizard Witch Bandit
Wizard Bandit
Bats
Wizard Bandit
Wizard Witch Electro Giant
Wizard
Electro Giant Wizard Witch
Witch
Wizard Witch Bandit
Wizard Witch Bandit
Bandit
Bats Wizard Witch Electro Giant
Bats Wizard Witch Electro Giant
Wizard Bandit
Wizard
Bats Witch Bandit
Wizard Witch
Wizard
Wizard
Electro Giant
Electro Giant Bats Witch
Bats Witch
Witch Electro Giant Bandit

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