My Best Clash Royale Deck

Deck Check Rating

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

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 Tesla Witch Ice Wizard

Defensive buildings

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

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tesla Witch Ice Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Fireball

Punishments

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

Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Barbarians Hog Rider

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.

Hog Rider

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 Hog Rider
Giant Snowball
Bats Barbarians Hog Rider Witch
Zap
Bats Witch
Barbarian Barrel
Tesla Barbarians Witch Ice Wizard
The Log
Barbarians Hog Rider Witch
Earthquake
Tesla Barbarians Hog Rider Witch
Arrows
Bats Witch
Royal Delivery
Bats Barbarians Hog Rider Witch Ice Wizard
Fireball
Tesla Barbarians Hog Rider Witch Ice Wizard
Poison
Bats Barbarians Witch Ice Wizard
Lightning
Tesla Witch Ice Wizard
Rocket
Barbarians Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Ice Wizard

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 Ice Wizard

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.

Fireball

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.

Barbarians Fireball Witch Ice 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Ice Wizard Tesla Fireball Hog Rider Barbarians Witch

Shortest cycle

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

12 Bats Arrows Ice Wizard Tesla

Attack Synergies 4 2

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
Hog Rider
Arrows
Fireball Hog Rider
Tesla
Barbarians
Hog Rider
Fireball
Arrows Hog Rider
Hog Rider
Bats Arrows Fireball Barbarians Witch
Witch
Hog Rider
Ice Wizard

Defense Synergies 0 9

Bats
Tesla Ice Wizard
Arrows
Tesla Barbarians Fireball Ice Wizard
Tesla
Bats Arrows Fireball
Barbarians
Arrows
Fireball
Arrows Tesla Ice Wizard
Hog Rider
Witch
Ice Wizard
Ice Wizard
Bats Arrows Fireball Witch

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.

Tesla Fireball
Barbarians Bats Tesla Witch Ice Wizard
Tesla Barbarians Witch Bats Ice Wizard
Tesla Barbarians Witch Bats Ice Wizard
Arrows Barbarians Fireball
Arrows Fireball Bats Tesla Ice Wizard
Bats Tesla Arrows Fireball Witch Ice Wizard
Arrows Tesla Barbarians Fireball
Tesla Barbarians Witch Ice Wizard
Tesla Barbarians Ice Wizard
Bats Barbarians Witch Ice Wizard Arrows Tesla Fireball
Arrows Tesla Bats Fireball Witch Ice Wizard
Tesla Barbarians Bats Fireball Witch Ice Wizard
Fireball Bats Arrows Tesla Barbarians Witch
Barbarians Tesla
Barbarians Tesla Fireball
Tesla Barbarians Bats Arrows Fireball Witch
Arrows Tesla Fireball Bats Barbarians Witch Ice Wizard
Arrows Witch Bats Tesla Barbarians Fireball Ice Wizard
Barbarians Tesla
Bats Arrows Tesla Barbarians Fireball Witch

Counters to secondary win conditions

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

Barbarians Tesla Fireball Witch
Fireball Arrows Tesla
Barbarians Bats Witch
Bats Tesla Barbarians Fireball
Barbarians Tesla Witch
Arrows Fireball Bats Tesla Witch Ice Wizard
Bats Tesla Barbarians Fireball Witch Ice Wizard
Tesla Barbarians
Bats Barbarians Fireball Witch
Witch Tesla Barbarians
Bats Tesla Barbarians Witch
Arrows Barbarians Fireball
Barbarians Tesla Fireball Witch
Tesla Barbarians Fireball Witch
Tesla Barbarians Witch Bats Fireball
Bats Arrows Tesla Barbarians Fireball Witch Ice 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.)

Fireball Arrows
Arrows Fireball Ice Wizard
Arrows Fireball
Arrows Barbarians Fireball
Fireball Arrows
Arrows Fireball Bats Witch Ice Wizard
Arrows Witch
Arrows Fireball Ice Wizard
Arrows Fireball
Bats Fireball
Arrows Fireball
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Bats
Arrows Fireball
Arrows Fireball Witch
Fireball
Arrows Fireball
Arrows Barbarians Fireball
Arrows Fireball Witch Ice Wizard
Witch
Arrows Fireball Witch Ice Wizard
Fireball Arrows Witch
Fireball Arrows
Bats Arrows Fireball Witch Ice Wizard
Bats Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Bats Barbarians Fireball Witch
Fireball Arrows Witch Ice Wizard
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Bats Fireball Witch
Bats Fireball Witch
Fireball Witch

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