My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 Baby Dragon 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 Battle Ram Wizard Baby Dragon Witch

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram

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.

Barbarians Battle Ram Baby Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Baby Dragon

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 Battle Ram Skeleton Army Baby Dragon

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.

Barbarians 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 Skeleton Army Fireball Battle Ram Baby Dragon Barbarians Wizard Witch

Shortest cycle

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

13 Bats Skeleton Army Fireball Battle Ram

Attack Synergies 0 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
Battle Ram Baby Dragon
Barbarians
Fireball
Battle Ram Baby Dragon
Battle Ram
Bats Fireball Baby Dragon Witch
Wizard
Skeleton Army
Baby Dragon
Bats Fireball Battle Ram Witch
Witch
Battle Ram Baby Dragon

Defense Synergies 0 4

Bats
Baby Dragon
Barbarians
Skeleton Army
Fireball
Battle Ram
Wizard
Skeleton Army
Skeleton Army
Barbarians Wizard
Baby Dragon
Bats Witch
Witch
Baby 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.

Fireball Wizard Baby Dragon
Barbarians Skeleton Army Bats Witch
Barbarians Skeleton Army Witch Bats
Barbarians Skeleton Army Witch Bats
Barbarians Fireball Skeleton Army
Fireball Skeleton Army Bats Baby Dragon
Bats Fireball Wizard Baby Dragon Witch
Barbarians Fireball Baby Dragon
Barbarians Witch Skeleton Army
Skeleton Army Barbarians
Bats Barbarians Skeleton Army Witch Fireball Wizard Baby Dragon
Bats Fireball Wizard Baby Dragon Witch
Barbarians Skeleton Army Bats Fireball Wizard Witch
Fireball Wizard Skeleton Army Bats Barbarians Baby Dragon Witch
Barbarians Skeleton Army
Barbarians Skeleton Army Fireball
Barbarians Wizard Bats Fireball Skeleton Army Witch
Fireball Bats Barbarians Wizard Skeleton Army Baby Dragon Witch
Wizard Baby Dragon Witch Bats Barbarians Fireball
Barbarians
Wizard Skeleton Army Bats Barbarians Fireball Baby Dragon Witch

Counters to secondary win conditions

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

Barbarians Skeleton Army Fireball Witch
Fireball Wizard Baby Dragon
Barbarians Skeleton Army Bats Witch
Skeleton Army Bats Barbarians Fireball
Barbarians Skeleton Army Witch
Fireball Wizard Bats Baby Dragon Witch
Skeleton Army Bats Barbarians Fireball Witch
Barbarians Skeleton Army
Bats Barbarians Fireball Skeleton Army Baby Dragon Witch
Witch Barbarians Skeleton Army
Bats Barbarians Witch
Skeleton Army Barbarians Fireball
Barbarians Skeleton Army Fireball Wizard Witch
Wizard Barbarians Fireball Skeleton Army Baby Dragon Witch
Barbarians Skeleton Army Witch Bats Fireball Baby Dragon
Bats Barbarians Fireball Wizard Baby Dragon 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 Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Barbarians Fireball
Fireball Wizard Baby Dragon
Fireball Wizard Bats Baby Dragon Witch
Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon
Fireball Wizard
Bats Fireball
Fireball Wizard
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon
Fireball
Bats
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon Witch
Fireball Baby Dragon
Fireball Wizard
Barbarians Fireball Baby Dragon
Fireball Wizard Baby Dragon Witch
Witch
Fireball Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon Witch
Fireball Baby Dragon
Bats Fireball Wizard Baby Dragon Witch
Bats Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bats Barbarians Fireball Skeleton Army Witch
Fireball Wizard Baby Dragon Witch
Fireball
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Bats Fireball Baby Dragon Witch
Bats Fireball Witch
Fireball Baby Dragon Witch

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