My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 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 Firecracker 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 Firecracker Elixir Golem Witch Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Hog Rider

Damage spells

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

Rage

Punishments

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

Elixir Golem Hog Rider Mega Knight

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.

Elixir Golem Hog Rider 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.

Firecracker 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 Elixir Golem Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army Witch
Zap
Bats Firecracker Skeleton Army Witch
Barbarian Barrel
Firecracker Elixir Golem Skeleton Army Witch
The Log
Firecracker Elixir Golem Hog Rider Skeleton Army Witch
Earthquake
Firecracker Elixir Golem Hog Rider Skeleton Army Witch
Arrows
Bats Firecracker Skeleton Army Witch
Royal Delivery
Bats Firecracker Elixir Golem Hog Rider Skeleton Army Witch
Fireball
Firecracker Elixir Golem Hog Rider Skeleton Army Witch
Poison
Bats Firecracker Elixir Golem Skeleton Army Witch
Lightning
Witch
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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 Elixir Golem Rage Skeleton Army 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.

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

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 Rage Firecracker Elixir Golem Skeleton Army Hog Rider Witch Mega Knight

Shortest cycle

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

10 Bats Rage Firecracker Elixir Golem

Attack Synergies 7 9

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 Firecracker Elixir Golem Rage
Firecracker
Elixir Golem Hog Rider Bats Mega Knight
Elixir Golem
Firecracker Rage Bats Hog Rider Witch
Hog Rider
Bats Firecracker Rage Elixir Golem Witch Mega Knight
Rage
Elixir Golem Hog Rider Witch Bats
Skeleton Army
Witch
Rage Elixir Golem Hog Rider Mega Knight
Mega Knight
Bats Firecracker Hog Rider Witch

Defense Synergies 0 5

Bats
Firecracker Mega Knight
Firecracker
Bats Skeleton Army Mega Knight
Elixir Golem
Hog Rider
Rage
Skeleton Army
Firecracker
Witch
Mega Knight
Mega Knight
Bats Firecracker 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.

Firecracker
Skeleton Army Bats Firecracker Witch Mega Knight
Skeleton Army Witch Mega Knight Bats
Skeleton Army Witch Bats Firecracker Mega Knight
Firecracker Skeleton Army Mega Knight
Skeleton Army Bats Firecracker Mega Knight
Bats Firecracker Witch
Mega Knight
Witch Skeleton Army
Skeleton Army Firecracker Mega Knight
Bats Skeleton Army Witch Firecracker Mega Knight
Bats Firecracker Witch
Skeleton Army Mega Knight Bats Witch
Skeleton Army Mega Knight Bats Firecracker Witch
Skeleton Army Mega Knight
Skeleton Army Mega Knight
Mega Knight Bats Firecracker Skeleton Army Witch
Mega Knight Bats Firecracker Skeleton Army Witch
Witch Bats Firecracker Mega Knight
Skeleton Army Mega Knight Bats Firecracker Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch
Firecracker Mega Knight
Skeleton Army Mega Knight Bats Witch
Skeleton Army Mega Knight Bats
Skeleton Army Witch Mega Knight
Firecracker Bats Witch
Skeleton Army Bats Witch
Mega Knight Skeleton Army
Mega Knight Bats Firecracker Skeleton Army Witch
Witch Skeleton Army
Mega Knight Bats Witch
Skeleton Army Mega Knight
Skeleton Army Mega Knight Witch
Firecracker Skeleton Army Witch Mega Knight
Skeleton Army Witch Bats Firecracker
Bats Mega Knight Firecracker 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.)

Firecracker
Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Bats Witch
Firecracker Witch
Firecracker
Firecracker
Bats
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Witch
Firecracker Mega Knight
Bats
Firecracker Mega Knight
Firecracker Witch Mega Knight
Mega Knight
Firecracker Witch Mega Knight
Witch
Firecracker Witch
Witch Mega Knight
Firecracker
Bats Firecracker Witch
Bats Firecracker Witch
Mega Knight
Firecracker
Mega Knight
Firecracker
Bats Skeleton Army Witch
Firecracker Witch
Firecracker Mega Knight
Firecracker
Firecracker Mega Knight
Bats Firecracker Witch
Firecracker Bats Witch
Firecracker Witch Mega Knight

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