My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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 Witch Bandit Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram Hog Rider

Damage spells

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

Fireball

Punishments

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

Battle Ram Hog Rider Bandit Mega Knight

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.

Battle Ram Hog Rider Bandit 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.

Hog Rider Bandit Electro Wizard

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 Hog Rider Bandit
Giant Snowball
Bats Battle Ram Hog Rider Witch
Zap
Bats Battle Ram Witch Bandit
Barbarian Barrel
Battle Ram Witch Bandit Electro Wizard
The Log
Battle Ram Hog Rider Witch Bandit
Earthquake
Hog Rider Witch
Arrows
Bats Witch
Royal Delivery
Bats Battle Ram Hog Rider Witch Bandit Electro Wizard
Fireball
Battle Ram Hog Rider Witch Bandit Electro Wizard
Poison
Bats Witch Electro Wizard
Lightning
Battle Ram Witch Bandit Electro Wizard
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Mega Knight

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 Battle Ram 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.

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Bandit Fireball Battle Ram Hog Rider Electro Wizard Witch Mega Knight

Shortest cycle

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

13 Bats Bandit Fireball Battle Ram

Attack Synergies 4 16

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 Mega Knight Battle Ram Bandit
Fireball
Hog Rider Battle Ram Electro Wizard Mega Knight
Battle Ram
Bandit Bats Fireball Witch Electro Wizard
Hog Rider
Bats Fireball Witch Bandit Electro Wizard Mega Knight
Witch
Battle Ram Hog Rider Bandit Mega Knight
Bandit
Battle Ram Bats Hog Rider Witch Electro Wizard Mega Knight
Electro Wizard
Fireball Battle Ram Hog Rider Bandit Mega Knight
Mega Knight
Bats Fireball Hog Rider Witch Bandit Electro Wizard

Defense Synergies 0 12

Bats
Bandit Electro Wizard Mega Knight
Fireball
Bandit Electro Wizard Mega Knight
Battle Ram
Hog Rider
Witch
Bandit Electro Wizard Mega Knight
Bandit
Bats Fireball Witch Electro Wizard Mega Knight
Electro Wizard
Bats Fireball Witch Bandit Mega Knight
Mega Knight
Bats Fireball Witch Bandit 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.

Fireball Electro Wizard
Bats Witch Bandit Electro Wizard Mega Knight
Witch Mega Knight Bats Bandit Electro Wizard
Witch Bats Bandit Electro Wizard Mega Knight
Fireball Mega Knight
Fireball Bats Bandit Electro Wizard Mega Knight
Bats Electro Wizard Fireball Witch
Fireball Bandit Electro Wizard Mega Knight
Witch
Bandit Electro Wizard Mega Knight
Bats Witch Electro Wizard Fireball Bandit Mega Knight
Bats Fireball Witch Electro Wizard
Mega Knight Bats Fireball Witch Bandit Electro Wizard
Fireball Mega Knight Bats Witch Electro Wizard
Bandit Electro Wizard Mega Knight
Fireball Bandit Electro Wizard Mega Knight
Mega Knight Bats Fireball Witch Electro Wizard
Fireball Mega Knight Bats Witch Bandit Electro Wizard
Witch Bats Fireball Bandit Electro Wizard Mega Knight
Electro Wizard
Mega Knight Bats Fireball Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Fireball Witch Bandit Electro Wizard
Fireball Bandit Electro Wizard Mega Knight
Bandit Mega Knight Bats Witch Electro Wizard
Mega Knight Bats Fireball Bandit Electro Wizard
Witch Bandit Mega Knight
Fireball Bats Witch Electro Wizard
Bats Fireball Witch Bandit Electro Wizard
Mega Knight
Electro Wizard Mega Knight Bats Fireball Witch Bandit
Witch
Mega Knight Bats Witch
Mega Knight Fireball Electro Wizard
Mega Knight Fireball Witch Bandit
Fireball Witch Mega Knight
Witch Electro Wizard Bats Fireball
Bats Mega Knight Fireball 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.)

Fireball Bandit
Fireball Bandit Electro Wizard
Fireball Bandit
Fireball
Fireball Mega Knight
Fireball Bats Witch
Witch
Fireball
Fireball Bandit
Bats Fireball Electro Wizard
Fireball Bandit Electro Wizard
Fireball
Fireball Bandit
Fireball Bandit
Fireball
Fireball Witch Bandit
Fireball Bandit Mega Knight
Fireball
Bats
Fireball Bandit Electro Wizard Mega Knight
Fireball Witch Mega Knight
Fireball Mega Knight
Fireball
Fireball
Fireball Witch Mega Knight
Witch
Fireball Witch Bandit Electro Wizard
Fireball Witch Bandit Mega Knight
Fireball Bandit
Bats Fireball Witch Electro Wizard
Electro Wizard Bats Fireball Witch
Fireball
Fireball Bandit Mega Knight
Fireball Electro Wizard
Mega Knight
Fireball
Electro Wizard Bats Fireball Witch Bandit
Fireball Witch Electro Wizard
Fireball
Fireball Electro Wizard Mega Knight
Fireball
Fireball
Mega Knight
Bats Fireball Witch Electro Wizard
Bats Fireball Witch Electro Wizard
Fireball Witch Bandit Electro Wizard Mega Knight

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