My Best Clash Royale Deck

Deck Check Rating

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

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 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 Wizard Witch Balloon Ice Wizard Mega Knight

Offensive cards

Win conditions

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

Balloon

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.

Balloon 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.

Balloon 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.

Balloon

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 Skeleton Army Balloon
Giant Snowball
Bats Skeleton Army Witch Balloon
Zap
Bats Skeleton Army Witch Balloon
Barbarian Barrel
Wizard Skeleton Army Witch Ice Wizard
The Log
Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Wizard Skeleton Army Witch Balloon Ice Wizard
Fireball
Wizard Skeleton Army Witch Balloon Ice Wizard
Poison
Bats Wizard Skeleton Army Witch Balloon Ice Wizard
Lightning
Wizard Witch Balloon Ice Wizard
Rocket
Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Ice Wizard Mega Knight

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 Skeleton Army Ice Wizard 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 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.

Fireball Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Skeleton Army Ice Wizard Fireball Wizard Witch Balloon Mega Knight

Shortest cycle

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

12 Bats Skeleton Army Ice Wizard Fireball

Attack Synergies 2 6

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
Balloon Mega Knight
Fireball
Mega Knight
Wizard
Balloon Mega Knight
Skeleton Army
Witch
Mega Knight
Balloon
Bats Wizard Ice Wizard Mega Knight
Ice Wizard
Balloon
Mega Knight
Bats Fireball Wizard Witch Balloon

Defense Synergies 0 11

Bats
Ice Wizard Mega Knight
Fireball
Ice Wizard Mega Knight
Wizard
Skeleton Army Ice Wizard Mega Knight
Skeleton Army
Wizard Ice Wizard
Witch
Ice Wizard Mega Knight
Balloon
Ice Wizard
Bats Fireball Wizard Skeleton Army Witch Mega Knight
Mega Knight
Bats Fireball Wizard Witch Ice 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 Wizard
Skeleton Army Bats Witch Ice Wizard Mega Knight
Skeleton Army Witch Mega Knight Bats Ice Wizard
Skeleton Army Witch Bats Ice Wizard Mega Knight
Fireball Skeleton Army Mega Knight
Fireball Skeleton Army Bats Ice Wizard Mega Knight
Bats Fireball Wizard Witch Ice Wizard
Fireball Mega Knight
Witch Skeleton Army Ice Wizard
Skeleton Army Ice Wizard Mega Knight
Bats Skeleton Army Witch Ice Wizard Fireball Wizard Mega Knight
Bats Fireball Wizard Witch Ice Wizard
Skeleton Army Mega Knight Bats Fireball Wizard Witch Ice Wizard
Fireball Wizard Skeleton Army Mega Knight Bats Witch
Skeleton Army Mega Knight
Skeleton Army Fireball Mega Knight
Wizard Mega Knight Bats Fireball Skeleton Army Witch
Fireball Mega Knight Bats Wizard Skeleton Army Witch Ice Wizard
Wizard Witch Bats Fireball Ice Wizard Mega Knight
Wizard Skeleton Army Mega Knight Bats Fireball Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Fireball Witch
Fireball Wizard Mega Knight
Skeleton Army Mega Knight Bats Witch
Skeleton Army Mega Knight Bats Fireball
Skeleton Army Witch Mega Knight
Fireball Wizard Bats Witch Ice Wizard
Skeleton Army Bats Fireball Witch Ice Wizard
Mega Knight Skeleton Army
Mega Knight Bats Fireball Skeleton Army Witch
Witch Skeleton Army
Mega Knight Bats Witch
Skeleton Army Mega Knight Fireball
Skeleton Army Mega Knight Fireball Wizard Witch
Wizard Fireball Skeleton Army Witch Mega Knight
Skeleton Army Witch Bats Fireball
Bats Mega Knight Fireball Wizard 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.)

Fireball
Fireball Ice Wizard
Fireball
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Bats Witch Ice Wizard
Wizard Witch
Fireball Wizard Ice Wizard
Fireball Wizard
Bats Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard Witch
Fireball Wizard Mega Knight
Fireball
Bats
Fireball Wizard Mega Knight
Fireball Wizard Witch Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Witch Ice Wizard Mega Knight
Witch
Fireball Wizard Witch Ice Wizard
Fireball Wizard Witch Mega Knight
Fireball
Bats Fireball Wizard Witch Ice Wizard
Bats Fireball Wizard Witch
Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Fireball Skeleton Army Witch
Fireball Wizard Witch Ice Wizard
Fireball
Fireball Wizard Mega Knight
Fireball Wizard
Fireball
Mega Knight
Bats Fireball Witch
Bats Fireball Witch
Fireball Witch Mega Knight

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