My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Witch Electro Wizard 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.

Bomber Witch Bandit Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Bandit Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Bandit 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.

Goblin Barrel Bandit Electro Wizard

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
Bomber Goblin Barrel Bandit Inferno Dragon
Giant Snowball
Bomber Goblin Barrel Witch Inferno Dragon
Zap
Bomber Goblin Barrel Witch Bandit Inferno Dragon
Barbarian Barrel
Bomber Goblin Barrel Witch Bandit Electro Wizard
The Log
Bomber Goblin Barrel Witch Bandit
Earthquake
Bomber Goblin Barrel Witch
Arrows
Bomber Goblin Barrel Witch
Royal Delivery
Bomber Goblin Barrel Witch Bandit Electro Wizard Inferno Dragon
Fireball
Bomber Goblin Barrel Witch Bandit Electro Wizard Inferno Dragon
Poison
Bomber Witch Electro Wizard
Lightning
Witch Bandit Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows 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.

Arrows 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.

Goblin Barrel

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.

Goblin Barrel Witch Electro Wizard

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.

Bomber Arrows Goblin Barrel Bandit Electro Wizard Inferno Dragon Witch Mega Knight

Shortest cycle

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

11 Bomber Arrows Goblin Barrel Bandit

Attack Synergies 1 12

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.

Bomber
Bandit Mega Knight
Arrows
Goblin Barrel Bandit Mega Knight
Goblin Barrel
Arrows Bandit Mega Knight
Witch
Bandit Mega Knight
Bandit
Bomber Arrows Goblin Barrel Witch Electro Wizard Mega Knight
Electro Wizard
Bandit Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Bomber Arrows Goblin Barrel Witch Bandit Electro Wizard

Defense Synergies 1 11

Bomber
Bandit Electro Wizard
Arrows
Mega Knight Bandit
Goblin Barrel
Witch
Bandit Electro Wizard Mega Knight
Bandit
Bomber Arrows Witch Electro Wizard Mega Knight
Electro Wizard
Bomber Witch Bandit Inferno Dragon Mega Knight
Inferno Dragon
Electro Wizard Mega Knight
Mega Knight
Arrows Witch Bandit Electro Wizard 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.

Bomber Electro Wizard
Inferno Dragon Bomber Witch Bandit Electro Wizard Mega Knight
Witch Mega Knight Bomber Bandit Electro Wizard Inferno Dragon
Witch Inferno Dragon Bomber Bandit Electro Wizard Mega Knight
Bomber Arrows Mega Knight
Arrows Bomber Bandit Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Arrows Witch
Arrows Bandit Electro Wizard Mega Knight
Witch Inferno Dragon
Bomber Bandit Electro Wizard Mega Knight
Witch Electro Wizard Bomber Arrows Bandit Mega Knight
Arrows Inferno Dragon Witch Electro Wizard
Mega Knight Bomber Witch Bandit Electro Wizard
Bomber Mega Knight Arrows Witch Electro Wizard
Inferno Dragon Bandit Electro Wizard Mega Knight
Bandit Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bomber Arrows Witch Electro Wizard
Arrows Mega Knight Bomber Witch Bandit Electro Wizard
Arrows Witch Bomber Bandit Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Bomber Mega Knight Arrows Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Witch Bandit Electro Wizard
Bandit Electro Wizard Bomber Arrows Inferno Dragon Mega Knight
Bandit Mega Knight Witch Electro Wizard
Mega Knight Bandit Electro Wizard
Witch Bandit Inferno Dragon Mega Knight
Arrows Witch Electro Wizard
Witch Bandit Electro Wizard
Mega Knight Inferno Dragon
Electro Wizard Mega Knight Witch Bandit Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Mega Knight Witch
Mega Knight Arrows Electro Wizard
Mega Knight Witch Bandit
Bomber Witch Mega Knight
Witch Electro Wizard Bomber Inferno Dragon
Arrows Mega Knight Bomber Witch Electro Wizard 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 Bandit
Arrows Bandit Electro Wizard
Arrows Bandit
Arrows
Bomber Arrows Mega Knight
Arrows Witch
Bomber Arrows Witch
Arrows
Arrows Bandit
Electro Wizard
Arrows Bandit Electro Wizard
Arrows
Bandit
Arrows Bandit
Arrows
Bomber Arrows Witch Bandit
Arrows Bandit Mega Knight
Arrows
Bomber
Bomber Arrows Bandit Electro Wizard Mega Knight
Bomber Arrows Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Bomber Witch Mega Knight
Witch Inferno Dragon
Arrows Witch Bandit Electro Wizard
Arrows Witch Bandit Mega Knight
Arrows Bandit
Arrows Witch Electro Wizard
Electro Wizard Witch
Bomber Arrows Bandit Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Witch Bandit
Arrows Witch Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows Bomber
Arrows
Mega Knight
Witch Electro Wizard
Witch Electro Wizard
Witch Bandit Electro Wizard Mega Knight

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