My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Witch Electro Wizard

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 Battle Ram Giant Witch Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Battle Ram 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.

Battle Ram Giant Lumberjack

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.

Battle Ram Giant Lumberjack

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.

Electro Wizard Lumberjack

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 Battle Ram Giant Skeleton Army
Giant Snowball
Bats Battle Ram Skeleton Army Witch Lumberjack
Zap
Bats Battle Ram Skeleton Army Witch
Barbarian Barrel
Battle Ram Skeleton Army Witch Electro Wizard Lumberjack
The Log
Battle Ram Skeleton Army Witch Lumberjack
Earthquake
Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Battle Ram Skeleton Army Witch Electro Wizard Lumberjack
Fireball
Battle Ram Skeleton Army Witch Electro Wizard Lumberjack
Poison
Bats Skeleton Army Witch Electro Wizard
Lightning
Battle Ram Witch Electro Wizard Lumberjack
Rocket
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

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 Battle Ram Skeleton Army

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.

Witch Electro Wizard

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 Arrows Skeleton Army Battle Ram Electro Wizard Lumberjack Giant Witch

Shortest cycle

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

12 Bats Arrows Skeleton Army Battle Ram

Attack Synergies 2 12

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
Giant Battle Ram Lumberjack
Arrows
Giant Battle Ram Lumberjack
Battle Ram
Bats Arrows Witch Electro Wizard Lumberjack
Giant
Bats Arrows Witch Electro Wizard Lumberjack
Skeleton Army
Witch
Battle Ram Giant Lumberjack
Electro Wizard
Battle Ram Giant Lumberjack
Lumberjack
Bats Arrows Battle Ram Giant Witch Electro Wizard

Defense Synergies 0 8

Bats
Electro Wizard Lumberjack
Arrows
Lumberjack
Battle Ram
Giant
Skeleton Army
Electro Wizard Lumberjack
Witch
Electro Wizard Lumberjack
Electro Wizard
Bats Skeleton Army Witch Lumberjack
Lumberjack
Bats Arrows Skeleton Army Witch Electro Wizard

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.

Electro Wizard
Skeleton Army Lumberjack Bats Witch Electro Wizard
Skeleton Army Witch Lumberjack Bats Electro Wizard
Skeleton Army Witch Lumberjack Bats Electro Wizard
Arrows Skeleton Army Lumberjack
Arrows Skeleton Army Bats Electro Wizard Lumberjack
Bats Electro Wizard Arrows Witch
Arrows Electro Wizard
Witch Skeleton Army Lumberjack
Skeleton Army Electro Wizard Lumberjack
Bats Skeleton Army Witch Electro Wizard Arrows Lumberjack
Arrows Bats Witch Electro Wizard
Skeleton Army Lumberjack Bats Witch Electro Wizard
Skeleton Army Bats Arrows Witch Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack
Bats Arrows Skeleton Army Witch Electro Wizard Lumberjack
Arrows Bats Skeleton Army Witch Electro Wizard Lumberjack
Arrows Witch Bats Electro Wizard Lumberjack
Electro Wizard Lumberjack
Skeleton Army Bats Arrows Witch Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Witch Electro Wizard
Electro Wizard Arrows Lumberjack
Skeleton Army Lumberjack Bats Witch Electro Wizard
Skeleton Army Lumberjack Bats Electro Wizard
Skeleton Army Witch Lumberjack
Arrows Bats Witch Electro Wizard
Skeleton Army Bats Witch Electro Wizard Lumberjack
Skeleton Army Lumberjack
Electro Wizard Bats Skeleton Army Witch
Witch Skeleton Army
Bats Witch Lumberjack
Skeleton Army Arrows Electro Wizard
Skeleton Army Witch Lumberjack
Skeleton Army Witch
Skeleton Army Witch Electro Wizard Bats Lumberjack
Bats Arrows Witch Electro Wizard

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
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows Bats Witch
Arrows Witch
Arrows
Arrows
Bats Electro Wizard Lumberjack
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Bats
Arrows Electro Wizard
Arrows Witch
Arrows
Arrows
Arrows Witch
Witch
Arrows Witch Electro Wizard
Arrows Witch
Arrows
Bats Arrows Witch Electro Wizard
Electro Wizard Bats Witch
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Bats Skeleton Army Witch
Arrows Witch Electro Wizard
Arrows
Electro Wizard Lumberjack
Arrows
Arrows
Bats Witch Electro Wizard
Bats Witch Electro Wizard
Witch Electro Wizard

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