My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Good
Versatility
Good
F2P score
Bad

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Mother Witch Little Prince

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 Royal Giant Giant Skeleton Fisherman Mother Witch Little Prince

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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.

Royal Giant Battle Healer Giant Skeleton

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.

Giant Skeleton

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 Giant Giant Skeleton Fisherman
Giant Snowball
Bats Fisherman Little Prince
Zap
Bats Royal Giant Fisherman Little Prince
Barbarian Barrel
Giant Skeleton Little Prince
The Log
Royal Giant Giant Skeleton Fisherman Little Prince
Earthquake
Arrows
Bats Little Prince
Royal Delivery
Bats Battle Healer Giant Skeleton Fisherman Mother Witch Little Prince
Fireball
Battle Healer Fisherman Mother Witch Little Prince
Poison
Bats Battle Healer Fisherman Mother Witch Little Prince
Lightning
Battle Healer Fisherman Mother Witch Little Prince
Rocket
Battle Healer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Battle Healer Giant Skeleton Mother Witch

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.

Royal Giant

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 Fisherman Little Prince Battle Healer Mother Witch Royal Giant Giant Skeleton

Shortest cycle

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

11 Bats Arrows Fisherman Little Prince

Attack Synergies 5 11

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 Giant Giant Skeleton Battle Healer Fisherman
Arrows
Royal Giant Battle Healer Giant Skeleton Mother Witch
Royal Giant
Bats Arrows Fisherman Mother Witch Battle Healer Giant Skeleton
Battle Healer
Bats Arrows Royal Giant Giant Skeleton Fisherman
Giant Skeleton
Bats Arrows Royal Giant Battle Healer Fisherman Mother Witch
Fisherman
Royal Giant Bats Battle Healer Giant Skeleton
Mother Witch
Royal Giant Arrows Giant Skeleton
Little Prince

Defense Synergies 0 14

Bats
Battle Healer Giant Skeleton Fisherman
Arrows
Battle Healer Giant Skeleton Mother Witch Little Prince
Royal Giant
Battle Healer
Bats Arrows Giant Skeleton Fisherman Mother Witch Little Prince
Giant Skeleton
Bats Arrows Battle Healer Mother Witch Little Prince
Fisherman
Bats Battle Healer Mother Witch
Mother Witch
Arrows Battle Healer Giant Skeleton Fisherman
Little Prince
Arrows Battle Healer Giant Skeleton

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.

Bats Battle Healer Fisherman
Fisherman Bats Giant Skeleton
Bats Fisherman
Arrows Battle Healer Giant Skeleton
Arrows Bats Mother Witch
Bats Arrows Little Prince
Arrows Battle Healer Giant Skeleton
Fisherman
Battle Healer Giant Skeleton Fisherman Little Prince
Bats Mother Witch Arrows Giant Skeleton Fisherman
Arrows Bats
Bats Battle Healer Giant Skeleton
Bats Arrows
Fisherman
Bats Arrows Fisherman
Arrows Bats Battle Healer Fisherman Little Prince
Arrows Bats Battle Healer Giant Skeleton Fisherman Mother Witch Little Prince
Fisherman
Bats Arrows Battle Healer Giant Skeleton Fisherman Mother Witch Little Prince

Counters to secondary win conditions

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

Battle Healer Giant Skeleton Fisherman
Arrows Battle Healer Fisherman
Giant Skeleton Bats Battle Healer Fisherman
Giant Skeleton Bats Battle Healer Fisherman
Giant Skeleton Battle Healer Fisherman
Arrows Mother Witch Bats
Bats Battle Healer Giant Skeleton
Giant Skeleton Battle Healer Fisherman
Giant Skeleton Bats
Bats Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton
Bats Battle Healer Giant Skeleton Fisherman Little Prince
Bats Arrows Battle Healer Giant Skeleton Mother 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.)

Arrows Giant Skeleton
Arrows Fisherman
Arrows Giant Skeleton
Arrows Giant Skeleton
Arrows
Arrows Mother Witch Bats
Arrows
Arrows
Arrows Fisherman
Bats Fisherman
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Bats Fisherman
Arrows Fisherman
Arrows Mother Witch Little Prince
Giant Skeleton
Arrows
Fisherman
Arrows
Arrows Mother Witch Little Prince
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Fisherman
Bats Arrows Mother Witch Little Prince
Bats
Arrows
Arrows
Giant Skeleton
Arrows
Bats
Arrows
Arrows
Arrows
Arrows Giant Skeleton
Bats Giant Skeleton
Bats
Giant Skeleton Little Prince

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: