My Best Clash Royale Deck

Deck Check Rating

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

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!
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 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.

Bats Knight Witch 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 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.

Knight 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

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 Goblin Barrel Skeleton Army Inferno Dragon
Giant Snowball
Bats Goblin Barrel Skeleton Army Witch Inferno Dragon
Zap
Bats Goblin Barrel Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Knight Goblin Barrel Skeleton Army Witch
The Log
Goblin Barrel Skeleton Army Witch
Earthquake
Goblin Barrel Skeleton Army Witch
Arrows
Bats Goblin Barrel Skeleton Army Witch
Royal Delivery
Bats Knight Goblin Barrel Skeleton Army Witch Inferno Dragon
Fireball
Goblin Barrel Skeleton Army Witch Inferno Dragon
Poison
Bats Skeleton Army Witch
Lightning
Knight Witch 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.

Arrows Mega Knight

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 Knight Skeleton Army 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 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.

Goblin Barrel 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 Knight Goblin Barrel Skeleton Army Inferno Dragon Witch Mega Knight

Shortest cycle

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

11 Bats Arrows Knight Goblin Barrel

Attack Synergies 4 9

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
Knight Mega Knight Goblin Barrel Inferno Dragon
Arrows
Knight Goblin Barrel Mega Knight
Knight
Bats Goblin Barrel Arrows Witch
Goblin Barrel
Knight Bats Arrows Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
Witch
Knight Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Arrows Goblin Barrel Witch

Defense Synergies 2 8

Bats
Knight Inferno Dragon Mega Knight
Arrows
Mega Knight Knight
Knight
Bats Arrows Skeleton Army Witch
Goblin Barrel
Skeleton Army
Knight Inferno Dragon
Witch
Knight Mega Knight
Inferno Dragon
Bats Skeleton Army Mega Knight
Mega Knight
Arrows Bats Witch 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.

Knight
Skeleton Army Inferno Dragon Bats Knight Witch Mega Knight
Skeleton Army Witch Mega Knight Bats Knight Inferno Dragon
Skeleton Army Witch Inferno Dragon Bats Knight Mega Knight
Arrows Skeleton Army Mega Knight
Arrows Skeleton Army Bats Mega Knight
Bats Inferno Dragon Arrows Witch
Arrows Mega Knight
Witch Inferno Dragon Skeleton Army
Knight Skeleton Army Mega Knight
Bats Skeleton Army Witch Arrows Knight Mega Knight
Arrows Inferno Dragon Bats Witch
Skeleton Army Mega Knight Bats Knight Witch
Skeleton Army Mega Knight Bats Arrows Witch
Skeleton Army Inferno Dragon Knight Mega Knight
Skeleton Army Inferno Dragon Mega Knight
Mega Knight Bats Arrows Knight Skeleton Army Witch
Arrows Mega Knight Bats Knight Skeleton Army Witch
Arrows Witch Bats Knight Inferno Dragon Mega Knight
Inferno Dragon
Skeleton Army Mega Knight Bats Arrows Knight Witch

Counters to secondary win conditions

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

Knight Skeleton Army Mega Knight Witch
Arrows Knight Inferno Dragon Mega Knight
Skeleton Army Mega Knight Bats Knight Witch
Skeleton Army Mega Knight Bats Knight
Knight Skeleton Army Witch Inferno Dragon Mega Knight
Arrows Bats Witch
Skeleton Army Bats Knight Witch
Mega Knight Knight Skeleton Army Inferno Dragon
Mega Knight Bats Knight Skeleton Army Witch Inferno Dragon
Witch Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bats Knight Witch
Skeleton Army Mega Knight Arrows
Skeleton Army Mega Knight Knight Witch
Skeleton Army Witch Mega Knight
Skeleton Army Witch Bats Knight Inferno Dragon
Bats Arrows Mega Knight 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.)

Arrows Knight
Arrows
Arrows
Arrows Knight
Arrows Mega Knight
Arrows Bats Witch
Arrows Witch
Arrows
Arrows
Bats
Arrows Knight
Arrows
Knight
Arrows
Arrows
Arrows Witch
Arrows Mega Knight
Arrows
Bats
Arrows Mega Knight
Arrows Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Witch Mega Knight
Witch Inferno Dragon
Arrows Witch
Arrows Witch Mega Knight
Arrows
Bats Arrows Witch
Bats Witch
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Skeleton Army Witch
Arrows Witch
Arrows
Knight Mega Knight
Arrows
Arrows
Mega Knight
Bats Witch
Bats Witch
Witch Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: