My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 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 Wizard Witch

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.

Bomber Bats Royal Giant Wizard Dark Prince Witch Golem

Offensive cards

Win conditions

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

Royal Giant Golem Miner

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.

Royal Giant Dark Prince Miner

Pump responses

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

Miner

Dropped at the bridge

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

Royal Giant Dark Prince Golem

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.

Dark Prince Golem Miner

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
Bomber Bats Royal Giant Dark Prince Miner
Giant Snowball
Bomber Bats Witch Miner
Zap
Bomber Bats Royal Giant Dark Prince Witch
Barbarian Barrel
Bomber Wizard Dark Prince Witch
The Log
Bomber Royal Giant Dark Prince Witch
Earthquake
Bomber Witch
Arrows
Bomber Bats Witch
Royal Delivery
Bomber Bats Wizard Dark Prince Witch Miner
Fireball
Bomber Wizard Witch
Poison
Bomber Bats Wizard Witch
Lightning
Wizard Dark Prince Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard Dark Prince

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 Dark Prince Golem Miner

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

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.

Wizard Witch

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.

Bomber Bats Miner Dark Prince Wizard Witch Royal Giant Golem

Shortest cycle

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

11 Bomber Bats Miner Dark Prince

Attack Synergies 5 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.

Bomber
Royal Giant Golem Bats Dark Prince Miner
Bats
Royal Giant Miner Bomber Dark Prince Golem
Royal Giant
Bomber Bats Miner Wizard Dark Prince Witch
Wizard
Royal Giant Dark Prince Golem Miner
Dark Prince
Bomber Bats Royal Giant Wizard Witch Golem Miner
Witch
Royal Giant Dark Prince Golem Miner
Golem
Bomber Bats Wizard Dark Prince Witch
Miner
Bats Royal Giant Bomber Wizard Dark Prince Witch

Defense Synergies 0 6

Bomber
Bats Dark Prince Miner
Bats
Bomber Dark Prince
Royal Giant
Wizard
Dark Prince
Dark Prince
Bomber Bats Wizard Witch
Witch
Dark Prince
Golem
Miner
Bomber

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.

Bomber Wizard
Bomber Bats Dark Prince Witch
Witch Bomber Bats Dark Prince
Witch Bomber Bats Dark Prince
Bomber Dark Prince
Bomber Bats Dark Prince
Bats Wizard Witch
Witch
Bomber Dark Prince Miner
Bats Witch Bomber Wizard Dark Prince
Bats Wizard Witch
Bomber Bats Wizard Dark Prince Witch
Bomber Wizard Bats Dark Prince Witch
Wizard Bomber Bats Dark Prince Witch
Bomber Bats Wizard Dark Prince Witch
Wizard Witch Bomber Bats Dark Prince
Bomber Wizard Dark Prince Bats Witch

Counters to secondary win conditions

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

Dark Prince Witch
Bomber Wizard Miner
Bats Dark Prince Witch
Dark Prince Bats
Dark Prince Witch
Wizard Bats Witch
Dark Prince Bats Witch
Dark Prince
Bats Dark Prince Witch
Witch
Bats Dark Prince Witch
Dark Prince
Dark Prince Wizard Witch
Wizard Bomber Witch
Witch Bomber Bats Dark Prince
Bats Bomber Wizard Dark Prince 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.)

Miner
Miner
Dark Prince
Bomber Wizard Dark Prince
Wizard Bats Witch
Bomber Wizard Witch
Wizard
Miner Wizard
Bats
Miner Wizard Dark Prince
Wizard
Miner
Bomber Wizard Witch
Wizard
Bomber Bats
Bomber Wizard Dark Prince
Bomber Wizard Witch Miner
Wizard
Bomber Wizard Dark Prince Witch
Witch
Miner Wizard Witch
Wizard Witch Miner
Miner
Bats Wizard Witch
Bats Wizard Witch
Bomber Wizard Miner
Wizard
Bats Dark Prince Witch
Wizard Witch
Miner Wizard Dark Prince
Bomber Wizard
Dark Prince
Bats Witch
Bats Witch
Dark Prince Witch Miner

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