My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Bats Wizard Witch Prince Bandit Mega Knight

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.

Fireball

Punishments

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

Hog Rider Prince 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.

Hog Rider Prince 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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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 Prince 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 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.

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 Hog Rider Wizard Witch Prince Mega Knight

Shortest cycle

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

13 Bats Bandit Fireball Hog Rider

Attack Synergies 4 15

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 Prince Bandit
Fireball
Hog Rider Mega Knight
Hog Rider
Bats Fireball Wizard Witch Prince Bandit Mega Knight
Wizard
Hog Rider Prince Bandit Mega Knight
Witch
Hog Rider Prince Bandit Mega Knight
Prince
Mega Knight Bats Hog Rider Wizard Witch
Bandit
Bats Hog Rider Wizard Witch Mega Knight
Mega Knight
Bats Prince Fireball Hog Rider Wizard Witch Bandit

Defense Synergies 0 12

Bats
Prince Bandit Mega Knight
Fireball
Bandit Mega Knight
Hog Rider
Wizard
Prince Bandit Mega Knight
Witch
Prince Bandit Mega Knight
Prince
Bats Wizard Witch
Bandit
Bats Fireball Wizard Witch Mega Knight
Mega Knight
Bats Fireball Wizard Witch Bandit

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 Wizard
Bats Witch Prince Bandit Mega Knight
Witch Prince Mega Knight Bats Bandit
Witch Prince Bats Bandit Mega Knight
Fireball Prince Mega Knight
Fireball Bats Bandit Mega Knight
Bats Fireball Wizard Witch
Fireball Bandit Mega Knight
Witch Prince
Prince Bandit Mega Knight
Bats Witch Fireball Wizard Bandit Mega Knight
Bats Fireball Wizard Witch
Prince Mega Knight Bats Fireball Wizard Witch Bandit
Fireball Wizard Mega Knight Bats Witch Prince
Prince Bandit Mega Knight
Fireball Prince Bandit Mega Knight
Wizard Mega Knight Bats Fireball Witch Prince
Fireball Mega Knight Bats Wizard Witch Prince Bandit
Wizard Witch Bats Fireball Bandit Mega Knight
Prince
Wizard Mega Knight Bats Fireball Witch Prince Bandit

Counters to secondary win conditions

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

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

Fireball Bandit
Fireball Bandit
Fireball Bandit
Fireball Prince
Fireball Wizard Mega Knight
Fireball Wizard Bats Witch
Wizard Witch
Fireball Wizard
Fireball Wizard Bandit
Bats Fireball Prince
Fireball Wizard Prince Bandit
Fireball Wizard
Fireball Bandit
Fireball Bandit
Fireball Prince
Fireball Wizard Witch Bandit
Fireball Wizard Bandit Mega Knight
Fireball
Bats
Fireball Wizard Prince Bandit Mega Knight
Fireball Wizard Witch Mega Knight
Fireball Prince Mega Knight
Fireball Wizard
Prince
Fireball
Fireball Wizard Witch Mega Knight
Witch
Fireball Wizard Witch Bandit
Fireball Wizard Witch Prince Bandit Mega Knight
Fireball Bandit
Bats Fireball Wizard Witch
Bats Fireball Wizard Witch
Fireball
Fireball Wizard Bandit Mega Knight
Fireball
Prince Mega Knight
Fireball Wizard
Bats Fireball Witch Prince Bandit
Fireball Wizard Witch
Fireball
Fireball Wizard Prince Mega Knight
Fireball Wizard
Fireball
Prince Mega Knight
Bats Fireball Witch
Bats Fireball Witch
Fireball Witch Prince Bandit Mega Knight

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