My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Baby Dragon 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.

Bomber Bats Baby Dragon Witch Golem Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Rage

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.

Baby Dragon 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.

Golem 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
Bomber Bats Skeleton Army
Giant Snowball
Bomber Bats Skeleton Army Baby Dragon Witch
Zap
Bomber Bats Skeleton Army Witch
Barbarian Barrel
Bomber Skeleton Army Witch Electro Wizard
The Log
Bomber Skeleton Army Witch
Earthquake
Bomber Skeleton Army Witch
Arrows
Bomber Bats Skeleton Army Witch
Royal Delivery
Bomber Bats Skeleton Army Baby Dragon Witch Electro Wizard
Fireball
Bomber Skeleton Army Baby Dragon Witch Electro Wizard
Poison
Bomber Bats Skeleton Army Witch Electro Wizard
Lightning
Baby Dragon Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Baby Dragon

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 Rage Skeleton Army Baby Dragon Golem

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Rage Skeleton Army Baby Dragon Electro Wizard Witch Golem

Shortest cycle

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

9 Bomber Bats Rage Skeleton Army

Attack Synergies 3 10

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
Golem Bats Baby Dragon
Bats
Bomber Rage Baby Dragon Golem
Rage
Witch Bats Electro Wizard
Skeleton Army
Baby Dragon
Golem Bomber Bats Witch Electro Wizard
Witch
Rage Baby Dragon Golem
Golem
Bomber Baby Dragon Bats Witch Electro Wizard
Electro Wizard
Rage Baby Dragon Golem

Defense Synergies 0 7

Bomber
Bats Electro Wizard
Bats
Bomber Baby Dragon Electro Wizard
Rage
Skeleton Army
Electro Wizard
Baby Dragon
Bats Witch
Witch
Baby Dragon Electro Wizard
Golem
Electro Wizard
Bomber Bats Skeleton Army 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.

Bomber Baby Dragon Electro Wizard
Skeleton Army Bomber Bats Witch Electro Wizard
Skeleton Army Witch Bomber Bats Electro Wizard
Skeleton Army Witch Bomber Bats Electro Wizard
Bomber Skeleton Army
Skeleton Army Bomber Bats Baby Dragon Electro Wizard
Bats Electro Wizard Baby Dragon Witch
Baby Dragon Electro Wizard
Witch Skeleton Army
Skeleton Army Bomber Electro Wizard
Bats Skeleton Army Witch Electro Wizard Bomber Baby Dragon
Bats Baby Dragon Witch Electro Wizard
Skeleton Army Bomber Bats Witch Electro Wizard
Bomber Skeleton Army Bats Baby Dragon Witch Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard
Bomber Bats Skeleton Army Witch Electro Wizard
Bomber Bats Skeleton Army Baby Dragon Witch Electro Wizard
Baby Dragon Witch Bomber Bats Electro Wizard
Electro Wizard
Bomber Skeleton Army Bats Baby Dragon Witch Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Witch Electro Wizard
Electro Wizard Bomber Baby Dragon
Skeleton Army Bats Witch Electro Wizard
Skeleton Army Bats Electro Wizard
Skeleton Army Witch
Bats Baby Dragon Witch Electro Wizard
Skeleton Army Bats Witch Electro Wizard
Skeleton Army
Electro Wizard Bats Skeleton Army Baby Dragon Witch
Witch Skeleton Army
Bats Witch
Skeleton Army Electro Wizard
Skeleton Army Witch
Bomber Skeleton Army Baby Dragon Witch
Skeleton Army Witch Electro Wizard Bomber Bats Baby Dragon
Bats Bomber Baby Dragon 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.)

Baby Dragon
Baby Dragon Electro Wizard
Baby Dragon
Bomber Baby Dragon
Bats Baby Dragon Witch
Bomber Baby Dragon Witch
Baby Dragon
Bats Electro Wizard
Electro Wizard
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Bomber Baby Dragon Witch
Baby Dragon
Bomber Bats
Bomber Baby Dragon Electro Wizard
Bomber Baby Dragon Witch
Baby Dragon
Baby Dragon
Bomber Baby Dragon Witch
Witch
Baby Dragon Witch Electro Wizard
Baby Dragon Witch
Baby Dragon
Bats Baby Dragon Witch Electro Wizard
Electro Wizard Bats Witch
Bomber
Electro Wizard
Electro Wizard Bats Skeleton Army Witch
Baby Dragon Witch Electro Wizard
Baby Dragon Electro Wizard
Bomber Baby Dragon
Bats Baby Dragon Witch Electro Wizard
Bats Witch Electro Wizard
Baby Dragon Witch Electro Wizard

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