My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Witch Magic Archer

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 Bats Wizard Witch Golem Magic Archer

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows

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.

Golem Magic Archer

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.

Golem Magic Archer

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 Bats Skeleton Army
Giant Snowball
Bomber Bats Skeleton Army Witch
Zap
Bomber Bats Skeleton Army Witch
Barbarian Barrel
Bomber Wizard Skeleton Army Witch Magic Archer
The Log
Bomber Skeleton Army Witch
Earthquake
Bomber Skeleton Army Witch
Arrows
Bomber Bats Skeleton Army Witch
Royal Delivery
Bomber Bats Wizard Skeleton Army Witch Magic Archer
Fireball
Bomber Wizard Skeleton Army Witch Magic Archer
Poison
Bomber Bats Wizard Skeleton Army Witch Magic Archer
Lightning
Wizard Witch Magic Archer
Rocket
Wizard Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Wizard Magic Archer

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 Arrows Skeleton Army Golem

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.

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.

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.

Bomber Bats Arrows Skeleton Army Magic Archer Wizard Witch Golem

Shortest cycle

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

10 Bomber Bats Arrows Skeleton Army

Attack Synergies 2 5

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
Golem Bats
Bats
Bomber Golem
Arrows
Golem
Wizard
Golem
Skeleton Army
Witch
Golem
Golem
Bomber Arrows Bats Wizard Witch Magic Archer
Magic Archer
Golem

Defense Synergies 0 3

Bomber
Bats
Bats
Bomber
Arrows
Wizard
Skeleton Army
Skeleton Army
Wizard Magic Archer
Witch
Golem
Magic Archer
Skeleton Army

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 Wizard Magic Archer
Skeleton Army Bomber Bats Witch
Skeleton Army Witch Bomber Bats
Skeleton Army Witch Bomber Bats
Bomber Arrows Skeleton Army
Arrows Skeleton Army Bomber Bats Magic Archer
Bats Arrows Wizard Witch Magic Archer
Arrows Magic Archer
Witch Skeleton Army
Skeleton Army Bomber
Bats Skeleton Army Witch Bomber Arrows Wizard Magic Archer
Arrows Bats Wizard Witch Magic Archer
Skeleton Army Bomber Bats Wizard Witch
Bomber Wizard Skeleton Army Bats Arrows Witch Magic Archer
Skeleton Army
Skeleton Army
Wizard Bomber Bats Arrows Skeleton Army Witch
Arrows Bomber Bats Wizard Skeleton Army Witch Magic Archer
Arrows Wizard Witch Bomber Bats Magic Archer
Bomber Wizard Skeleton Army Bats Arrows Witch

Counters to secondary win conditions

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

Skeleton Army Witch
Bomber Arrows Wizard Magic Archer
Skeleton Army Bats Witch
Skeleton Army Bats
Skeleton Army Witch
Arrows Wizard Bats Witch Magic Archer
Skeleton Army Bats Witch
Skeleton Army
Bats Skeleton Army Witch Magic Archer
Witch Skeleton Army
Bats Witch
Skeleton Army Arrows
Skeleton Army Wizard Witch
Wizard Bomber Skeleton Army Witch Magic Archer
Skeleton Army Witch Bomber Bats Magic Archer
Bats Arrows Bomber Wizard Witch Magic Archer

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.)

Magic Archer Arrows
Arrows Magic Archer
Arrows Magic Archer
Arrows
Bomber Wizard Arrows Magic Archer
Arrows Wizard Bats Witch Magic Archer
Bomber Arrows Wizard Witch Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard
Bats
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Bomber Arrows Wizard Witch Magic Archer
Magic Archer Arrows Wizard
Arrows
Bomber Bats
Bomber Arrows Wizard Magic Archer
Bomber Arrows Wizard Witch Magic Archer
Magic Archer
Arrows Wizard
Arrows
Arrows Bomber Wizard Witch Magic Archer
Witch
Arrows Wizard Witch Magic Archer
Arrows Wizard Witch Magic Archer
Arrows Magic Archer
Bats Arrows Wizard Witch Magic Archer
Bats Wizard Witch
Bomber Arrows Wizard Magic Archer
Arrows Magic Archer
Arrows Wizard Magic Archer
Bats Skeleton Army Witch Magic Archer
Arrows Wizard Witch Magic Archer
Arrows
Wizard Magic Archer
Arrows Bomber Wizard Magic Archer
Arrows
Bats Witch Magic Archer
Bats Witch Magic Archer
Witch Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: