My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. Consider adding 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 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 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 Archers Inferno Tower Witch Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar Inferno Tower

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 Witch Balloon Prince Inferno Dragon

Offensive cards

Win conditions

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

Mortar Balloon

Damage spells

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

Missing

Punishments

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

Mortar Balloon Prince

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.

Mortar Balloon Prince

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.

Balloon

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 Balloon Prince Inferno Dragon
Giant Snowball
Bats Archers Witch Balloon Inferno Dragon
Zap
Bats Archers Mortar Inferno Tower Witch Balloon Prince Inferno Dragon
Barbarian Barrel
Archers Mortar Inferno Tower Witch
The Log
Archers Witch Prince
Earthquake
Archers Mortar Inferno Tower Witch
Arrows
Bats Archers Witch
Royal Delivery
Bats Archers Witch Balloon Prince Inferno Dragon
Fireball
Archers Mortar Inferno Tower Witch Balloon Inferno Dragon
Poison
Bats Archers Mortar Inferno Tower Witch Balloon
Lightning
Mortar Inferno Tower Witch Balloon Prince Inferno Dragon
Rocket
Mortar Inferno Tower Witch Balloon Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Mortar

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 Inferno Tower Prince Inferno Dragon

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.

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 Archers Mortar Inferno Dragon Inferno Tower Witch Balloon Prince

Shortest cycle

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

13 Bats Archers Mortar Inferno Dragon

Attack Synergies 1 8

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
Balloon Mortar Prince Inferno Dragon
Archers
Mortar Balloon Prince Inferno Dragon
Mortar
Bats Archers
Inferno Tower
Witch
Prince
Balloon
Bats Archers
Prince
Bats Archers Witch
Inferno Dragon
Bats Archers

Defense Synergies 0 11

Bats
Mortar Inferno Tower Prince Inferno Dragon
Archers
Mortar Inferno Tower Witch
Mortar
Bats Archers Inferno Tower Inferno Dragon
Inferno Tower
Bats Archers Mortar Prince
Witch
Archers Prince
Balloon
Prince
Bats Inferno Tower Witch
Inferno Dragon
Bats Mortar

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.

Mortar Inferno Tower
Inferno Tower Inferno Dragon Bats Mortar Witch Prince
Mortar Inferno Tower Witch Prince Bats Archers Inferno Dragon
Inferno Tower Witch Prince Inferno Dragon Bats Mortar
Prince
Bats Archers
Bats Inferno Tower Inferno Dragon Archers Mortar Witch
Inferno Tower
Inferno Tower Witch Inferno Dragon Mortar Prince
Archers Inferno Tower Prince
Bats Archers Witch
Inferno Tower Inferno Dragon Bats Archers Witch
Mortar Inferno Tower Prince Bats Witch
Bats Mortar Witch Prince
Inferno Tower Inferno Dragon Mortar Prince
Inferno Tower Mortar Prince Inferno Dragon
Bats Mortar Inferno Tower Witch Prince
Mortar Bats Archers Witch Prince
Mortar Witch Bats Archers Inferno Dragon
Mortar Inferno Tower Prince Inferno Dragon
Bats Archers Witch Prince

Counters to secondary win conditions

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

Archers Inferno Tower Witch Prince
Archers Mortar Prince Inferno Dragon
Bats Inferno Tower Witch Prince
Prince Bats Inferno Tower
Inferno Tower Witch Prince Inferno Dragon
Bats Archers Witch
Prince Bats Archers Inferno Tower Witch
Inferno Tower Prince Inferno Dragon
Bats Mortar Inferno Tower Witch Prince Inferno Dragon
Inferno Tower Witch Inferno Dragon
Inferno Dragon Bats Inferno Tower Witch Prince
Prince
Prince Inferno Tower Witch
Archers Witch
Inferno Tower Witch Bats Archers Mortar Prince Inferno Dragon
Bats Archers Inferno Tower 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.)

Mortar
Mortar
Prince
Mortar
Bats Witch
Archers Mortar Witch
Mortar
Bats Prince
Mortar Prince
Archers
Mortar
Mortar
Mortar Prince
Mortar Witch
Mortar
Mortar
Bats
Archers Mortar Prince
Mortar Witch
Prince
Prince
Mortar
Mortar Witch
Witch Inferno Dragon
Mortar Witch
Mortar Witch Prince
Mortar
Bats Archers Witch
Bats Witch
Mortar
Prince
Bats Archers Witch Prince
Archers Witch
Prince
Mortar
Prince
Bats Witch
Bats Witch
Mortar Witch Prince

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