My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Wizard Witch Inferno Dragon

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 Royal Giant Wizard Witch Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows

Punishments

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

Royal Giant 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.

Royal Giant 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 Royal Giant Skeleton Army Inferno Dragon
Giant Snowball
Bats Skeleton Army Witch Inferno Dragon
Zap
Bats Royal Giant Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Wizard Skeleton Army Witch
The Log
Royal Giant Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Wizard Skeleton Army Witch Inferno Dragon
Fireball
Wizard Skeleton Army Witch Inferno Dragon
Poison
Bats Wizard Skeleton Army Witch
Lightning
Wizard Witch Inferno Dragon
Rocket
Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Mega Knight

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 Arrows Skeleton Army Inferno Dragon 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.

Royal Giant 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.

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 Arrows Skeleton Army Inferno Dragon Wizard Witch Royal Giant Mega Knight

Shortest cycle

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

12 Bats Arrows Skeleton Army Inferno Dragon

Attack Synergies 4 6

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
Royal Giant Mega Knight Inferno Dragon
Arrows
Royal Giant Mega Knight
Royal Giant
Bats Arrows Wizard Witch
Wizard
Royal Giant Mega Knight
Skeleton Army
Witch
Royal Giant Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Arrows Wizard Witch

Defense Synergies 1 7

Bats
Inferno Dragon Mega Knight
Arrows
Mega Knight
Royal Giant
Wizard
Skeleton Army Mega Knight
Skeleton Army
Wizard Inferno Dragon
Witch
Mega Knight
Inferno Dragon
Bats Skeleton Army Mega Knight
Mega Knight
Arrows Bats Wizard 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.

Wizard
Skeleton Army Inferno Dragon Bats Witch Mega Knight
Skeleton Army Witch Mega Knight Bats Inferno Dragon
Skeleton Army Witch Inferno Dragon Bats Mega Knight
Arrows Skeleton Army Mega Knight
Arrows Skeleton Army Bats Mega Knight
Bats Inferno Dragon Arrows Wizard Witch
Arrows Mega Knight
Witch Inferno Dragon Skeleton Army
Skeleton Army Mega Knight
Bats Skeleton Army Witch Arrows Wizard Mega Knight
Arrows Inferno Dragon Bats Wizard Witch
Skeleton Army Mega Knight Bats Wizard Witch
Wizard Skeleton Army Mega Knight Bats Arrows Witch
Skeleton Army Inferno Dragon Mega Knight
Skeleton Army Inferno Dragon Mega Knight
Wizard Mega Knight Bats Arrows Skeleton Army Witch
Arrows Mega Knight Bats Wizard Skeleton Army Witch
Arrows Wizard Witch Bats Inferno Dragon Mega Knight
Inferno Dragon
Wizard Skeleton Army Mega Knight Bats Arrows Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch
Arrows Wizard Inferno Dragon Mega Knight
Skeleton Army Mega Knight Bats Witch
Skeleton Army Mega Knight Bats
Skeleton Army Witch Inferno Dragon Mega Knight
Arrows Wizard Bats Witch
Skeleton Army Bats Witch
Mega Knight Skeleton Army Inferno Dragon
Mega Knight Bats Skeleton Army Witch Inferno Dragon
Witch Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bats Witch
Skeleton Army Mega Knight Arrows
Skeleton Army Mega Knight Wizard Witch
Wizard Skeleton Army Witch Mega Knight
Skeleton Army Witch Bats Inferno Dragon
Bats Arrows Mega Knight Wizard 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
Wizard Arrows Mega Knight
Arrows Wizard Bats Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Bats
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Bats
Arrows Wizard Mega Knight
Arrows Wizard Witch Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Witch Mega Knight
Witch Inferno Dragon
Arrows Wizard Witch
Arrows Wizard Witch Mega Knight
Arrows
Bats Arrows Wizard Witch
Bats Wizard Witch
Arrows Wizard Mega Knight
Arrows
Mega Knight
Arrows Wizard
Bats Skeleton Army Witch
Arrows Wizard Witch
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Bats Witch
Bats Witch
Witch Mega Knight

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