My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding 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 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!
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 Musketeer Witch Executioner Ice 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 Musketeer Giant Witch Executioner Ice Wizard

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Missing

Punishments

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

Hog Rider 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.

Barbarians Hog Rider Giant

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

Against air swarms

Spells and units that can counter air swarms.

Witch Executioner Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Executioner 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 Executioner Ice Wizard

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 Musketeer 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Ice Wizard Musketeer Hog Rider Barbarians Giant Witch Executioner

Shortest cycle

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

13 Bats Ice Wizard Musketeer Hog Rider

Attack Synergies 4 7

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 Giant
Barbarians
Hog Rider
Musketeer
Hog Rider Giant
Hog Rider
Bats Musketeer Barbarians Giant Witch Executioner
Giant
Bats Musketeer Hog Rider Witch Executioner Ice Wizard
Witch
Hog Rider Giant
Executioner
Hog Rider Giant
Ice Wizard
Giant

Defense Synergies 0 3

Bats
Musketeer Ice Wizard
Barbarians
Musketeer
Bats
Hog Rider
Giant
Witch
Ice Wizard
Executioner
Ice Wizard
Bats 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.

Musketeer Executioner
Barbarians Bats Musketeer Witch Executioner Ice Wizard
Barbarians Witch Bats Musketeer Executioner Ice Wizard
Barbarians Witch Bats Musketeer Ice Wizard
Barbarians
Bats Musketeer Executioner Ice Wizard
Bats Musketeer Witch Executioner Ice Wizard
Barbarians Musketeer
Barbarians Witch Musketeer Ice Wizard
Barbarians Musketeer Ice Wizard
Bats Barbarians Witch Executioner Ice Wizard Musketeer
Musketeer Executioner Bats Witch Ice Wizard
Barbarians Bats Musketeer Witch Ice Wizard
Executioner Bats Barbarians Witch
Barbarians
Barbarians
Barbarians Bats Musketeer Witch Executioner
Bats Barbarians Musketeer Witch Executioner Ice Wizard
Witch Executioner Bats Barbarians Musketeer Ice Wizard
Barbarians Musketeer
Bats Barbarians Musketeer Witch Executioner

Counters to secondary win conditions

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

Barbarians Witch
Musketeer Executioner
Barbarians Bats Musketeer Witch
Bats Barbarians Musketeer
Barbarians Musketeer Witch Executioner
Executioner Bats Musketeer Witch Ice Wizard
Bats Barbarians Musketeer Witch Ice Wizard
Barbarians
Bats Barbarians Witch
Witch Barbarians Musketeer
Bats Barbarians Musketeer Witch
Barbarians
Barbarians Witch Executioner
Barbarians Musketeer Witch Executioner
Barbarians Witch Bats Musketeer Executioner
Bats Executioner Barbarians Musketeer 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.)

Musketeer
Musketeer Executioner Ice Wizard
Barbarians Musketeer
Executioner
Executioner Bats Musketeer Witch Ice Wizard
Musketeer Witch Executioner
Executioner Ice Wizard
Bats Musketeer
Musketeer
Musketeer Executioner
Musketeer Executioner
Musketeer
Musketeer
Musketeer Witch Executioner
Musketeer Executioner
Bats
Musketeer Executioner
Witch
Musketeer
Musketeer
Barbarians Musketeer
Witch Executioner Ice Wizard
Witch
Musketeer Witch Executioner Ice Wizard
Musketeer Witch
Musketeer
Bats Musketeer Witch Executioner Ice Wizard
Bats Musketeer Witch
Musketeer
Bats Barbarians Musketeer Witch
Musketeer Witch Executioner Ice Wizard
Musketeer Executioner
Musketeer Executioner
Musketeer Executioner
Bats Musketeer Witch
Bats Musketeer Witch Executioner
Musketeer Witch Executioner

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