My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Archers Zappies Witch Electro Wizard

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 Archers Zappies Witch Cannon Cart Electro Wizard

Offensive cards

Win conditions

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

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.

Hog Rider Cannon Cart

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.

Hog Rider Cannon Cart

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 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
Bats Archers Hog Rider Cannon Cart
Giant Snowball
Bats Archers Hog Rider Zappies Witch
Zap
Bats Archers Zappies Witch Cannon Cart
Barbarian Barrel
Archers Zappies Witch Cannon Cart Electro Wizard
The Log
Archers Hog Rider Zappies Witch Cannon Cart
Earthquake
Archers Hog Rider Zappies Witch
Arrows
Bats Archers Zappies Witch
Royal Delivery
Bats Archers Hog Rider Zappies Witch Cannon Cart Electro Wizard
Fireball
Archers Hog Rider Zappies Witch Cannon Cart Electro Wizard
Poison
Bats Archers Zappies Witch Electro Wizard
Lightning
Witch Cannon Cart Electro Wizard
Rocket
Hog Rider Witch Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Fireball Hog Rider Zappies Electro Wizard Witch Cannon Cart

Shortest cycle

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

13 Bats Archers Fireball Hog Rider

Attack Synergies 2 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
Hog Rider Cannon Cart
Archers
Hog Rider
Fireball
Hog Rider Electro Wizard
Hog Rider
Bats Fireball Archers Zappies Witch Cannon Cart Electro Wizard
Zappies
Hog Rider Cannon Cart
Witch
Hog Rider Cannon Cart
Cannon Cart
Bats Hog Rider Zappies Witch Electro Wizard
Electro Wizard
Fireball Hog Rider Cannon Cart

Defense Synergies 0 13

Bats
Zappies Cannon Cart Electro Wizard
Archers
Witch Cannon Cart Electro Wizard
Fireball
Zappies Electro Wizard
Hog Rider
Zappies
Bats Fireball Cannon Cart Electro Wizard
Witch
Archers Cannon Cart Electro Wizard
Cannon Cart
Bats Archers Zappies Witch Electro Wizard
Electro Wizard
Bats Archers Fireball Zappies Witch Cannon Cart

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.

Cannon Cart Fireball Zappies Electro Wizard
Bats Zappies Witch Cannon Cart Electro Wizard
Witch Bats Archers Zappies Cannon Cart Electro Wizard
Witch Bats Zappies Cannon Cart Electro Wizard
Fireball
Fireball Bats Archers Zappies Cannon Cart Electro Wizard
Bats Electro Wizard Archers Fireball Zappies Witch
Fireball Cannon Cart Electro Wizard
Zappies Witch
Archers Zappies Cannon Cart Electro Wizard
Bats Archers Witch Electro Wizard Fireball Zappies Cannon Cart
Bats Archers Fireball Zappies Witch Electro Wizard
Bats Fireball Zappies Witch Cannon Cart Electro Wizard
Fireball Bats Zappies Witch Cannon Cart Electro Wizard
Zappies Cannon Cart Electro Wizard
Fireball Zappies Electro Wizard
Bats Fireball Zappies Witch Cannon Cart Electro Wizard
Fireball Bats Archers Zappies Witch Cannon Cart Electro Wizard
Witch Bats Archers Fireball Zappies Cannon Cart Electro Wizard
Zappies Cannon Cart Electro Wizard
Bats Archers Fireball Zappies Witch Cannon Cart Electro Wizard

Counters to secondary win conditions

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

Archers Fireball Zappies Witch Cannon Cart Electro Wizard
Fireball Electro Wizard Archers Cannon Cart
Zappies Bats Witch Cannon Cart Electro Wizard
Bats Fireball Zappies Cannon Cart Electro Wizard
Zappies Witch Cannon Cart
Fireball Bats Archers Zappies Witch Electro Wizard
Bats Archers Fireball Zappies Witch Cannon Cart Electro Wizard
Zappies Cannon Cart
Electro Wizard Bats Fireball Zappies Witch Cannon Cart
Witch Zappies
Bats Zappies Witch Cannon Cart
Fireball Electro Wizard
Cannon Cart Fireball Zappies Witch
Archers Fireball Zappies Witch Cannon Cart
Zappies Witch Electro Wizard Bats Archers Fireball Cannon Cart
Bats Archers Fireball Zappies Witch Cannon Cart Electro Wizard

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
Fireball Electro Wizard
Fireball Cannon Cart
Cannon Cart Fireball
Fireball
Fireball Bats Witch
Archers Witch
Fireball
Fireball
Bats Fireball Electro Wizard
Fireball Cannon Cart Electro Wizard
Fireball Archers
Fireball Cannon Cart
Fireball Cannon Cart
Fireball Cannon Cart
Fireball Witch Cannon Cart
Fireball Cannon Cart
Fireball
Bats
Archers Fireball Electro Wizard
Fireball Witch
Fireball
Fireball
Fireball Cannon Cart
Fireball Witch
Witch
Fireball Witch Electro Wizard
Fireball Witch
Fireball
Bats Archers Fireball Witch Electro Wizard
Electro Wizard Bats Fireball Zappies Witch
Fireball
Fireball
Fireball Zappies Electro Wizard
Fireball
Electro Wizard Bats Archers Fireball Zappies Witch Cannon Cart
Fireball Archers Zappies Witch Electro Wizard
Fireball
Fireball Cannon Cart Electro Wizard
Fireball
Fireball
Cannon Cart
Bats Fireball Zappies Witch Electro Wizard
Bats Fireball Zappies Witch Electro Wizard
Fireball Witch Cannon Cart Electro Wizard

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