My Best Clash Royale Deck

Deck Check Rating

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

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 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 Witch

Defensive buildings

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

Bomb 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 Witch Monk

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows Void

Punishments

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

Royal Hogs

Pump responses

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

Void

Dropped at the bridge

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

Royal Hogs

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.

Royal Hogs Monk

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 Hogs Guards
Giant Snowball
Bats Royal Hogs Guards Witch
Zap
Bats Royal Hogs Guards Witch
Barbarian Barrel
Bomb Tower Royal Hogs Guards Witch
The Log
Royal Hogs Guards Witch
Earthquake
Bomb Tower Royal Hogs Guards Witch
Arrows
Bats Royal Hogs Guards Witch
Royal Delivery
Bats Royal Hogs Guards Witch
Fireball
Bomb Tower Royal Hogs Witch
Poison
Bats Bomb Tower Royal Hogs Guards Witch
Lightning
Bomb Tower Witch Monk
Rocket
Bomb Tower Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower

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 Arrows Guards

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Guards Void Bomb Tower Royal Hogs Witch Monk

Shortest cycle

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

11 Bats Arrows Guards Void

Attack Synergies 2 3

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 Hogs
Arrows
Royal Hogs Void
Bomb Tower
Royal Hogs
Arrows Bats Guards Monk
Guards
Royal Hogs
Void
Arrows
Witch
Monk
Royal Hogs

Defense Synergies 0 5

Bats
Bomb Tower
Arrows
Bomb Tower Void Monk
Bomb Tower
Bats Arrows
Royal Hogs
Guards
Witch
Void
Arrows
Witch
Guards
Monk
Arrows

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.

Void
Bomb Tower Bats Witch Monk
Bomb Tower Witch Bats Void
Bomb Tower Witch Bats Guards Monk
Arrows Bomb Tower Monk
Arrows Bats Bomb Tower Guards
Bats Arrows Bomb Tower Void Witch
Arrows Bomb Tower Void Monk
Witch Bomb Tower
Guards
Bats Guards Witch Arrows Bomb Tower
Arrows Bats Witch
Bomb Tower Bats Guards Witch
Bomb Tower Bats Arrows Guards Witch
Bomb Tower
Bomb Tower Monk
Bomb Tower Bats Arrows Witch
Arrows Bomb Tower Bats Guards Witch
Arrows Bomb Tower Witch Bats Guards
Bomb Tower
Bats Arrows Bomb Tower Guards Witch

Counters to secondary win conditions

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

Guards Void Witch
Void Arrows Bomb Tower Monk
Guards Bats Bomb Tower Witch
Guards Bats Monk
Guards Witch
Arrows Bats Bomb Tower Witch Monk
Guards Bats Bomb Tower Void Witch
Bomb Tower
Void Bats Bomb Tower Witch Monk
Witch Guards
Bats Bomb Tower Guards Witch
Monk Arrows Guards Void
Bomb Tower Guards Witch
Bomb Tower Witch
Guards Witch Bats Bomb Tower Monk
Bats Arrows Bomb Tower 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.)

Void Arrows Guards Monk
Arrows Void Monk
Arrows Void
Arrows Guards Void
Arrows
Arrows Bats Witch Monk
Arrows Witch
Arrows
Arrows Void Monk
Bats Guards Void
Void Monk Arrows
Void Monk Arrows
Void
Arrows Void Monk
Arrows
Arrows Witch
Arrows
Monk Arrows
Bats
Void Arrows Monk
Arrows Witch Monk
Void Monk
Arrows Void
Void Monk
Arrows Void Monk
Arrows Witch
Witch
Arrows Void Witch Monk
Void Arrows Witch Monk
Void Arrows
Bats Arrows Witch
Bats Guards Void Witch
Void
Void Arrows
Void Arrows Monk
Arrows Monk
Bats Guards Void Witch
Arrows Witch Monk
Arrows
Void
Arrows
Void Monk Arrows
Bats Guards Witch
Bats Void Witch
Void Witch Monk

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