My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Godly!
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 Wizard Night 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 Wizard Night Witch Sparky Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

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 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 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

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 Night Witch Sparky
Giant Snowball
Bats Night Witch
Zap
Bats Firecracker Night Witch Sparky
Barbarian Barrel
Firecracker Elixir Golem Wizard Night Witch Sparky
The Log
Firecracker Elixir Golem Sparky
Earthquake
Firecracker Elixir Golem
Arrows
Bats Firecracker Night Witch
Royal Delivery
Bats Firecracker Elixir Golem Wizard Night Witch Sparky
Fireball
Firecracker Elixir Golem Wizard Night Witch Sparky
Poison
Bats Firecracker Elixir Golem Wizard Night Witch Sparky
Lightning
Wizard Night Witch Sparky
Rocket
Wizard Night Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Sparky 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 Elixir Golem Rage Night Witch Sparky Mega Knight

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

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 Night Witch Wizard Sparky Mega Knight

Shortest cycle

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

10 Bats Rage Firecracker Elixir Golem

Attack Synergies 5 13

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
Mega Knight Firecracker Elixir Golem Rage Sparky
Firecracker
Elixir Golem Bats Sparky Mega Knight
Elixir Golem
Firecracker Rage Night Witch Bats Wizard Sparky
Wizard
Elixir Golem Rage Sparky Mega Knight
Rage
Elixir Golem Sparky Bats Wizard Night Witch
Night Witch
Elixir Golem Rage Mega Knight
Sparky
Rage Bats Firecracker Elixir Golem Wizard
Mega Knight
Bats Firecracker Wizard Night Witch

Defense Synergies 0 7

Bats
Firecracker Sparky Mega Knight
Firecracker
Bats Night Witch Mega Knight
Elixir Golem
Wizard
Mega Knight
Rage
Night Witch
Firecracker Mega Knight
Sparky
Bats
Mega Knight
Bats Firecracker Wizard Night 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 Wizard Sparky
Sparky Bats Firecracker Night Witch Mega Knight
Sparky Mega Knight Bats Night Witch
Night Witch Sparky Bats Firecracker Mega Knight
Firecracker Sparky Mega Knight
Bats Firecracker Night Witch Mega Knight
Bats Firecracker Wizard Night Witch
Sparky Mega Knight
Sparky Night Witch
Firecracker Night Witch Sparky Mega Knight
Bats Firecracker Wizard Night Witch Mega Knight
Bats Firecracker Wizard Night Witch
Night Witch Sparky Mega Knight Bats Wizard
Wizard Sparky Mega Knight Bats Firecracker Night Witch
Sparky Mega Knight
Sparky Mega Knight
Wizard Sparky Mega Knight Bats Firecracker Night Witch
Mega Knight Bats Firecracker Wizard Night Witch
Wizard Bats Firecracker Mega Knight
Sparky
Wizard Mega Knight Bats Firecracker Night Witch Sparky

Counters to secondary win conditions

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

Mega Knight Sparky
Firecracker Wizard Mega Knight
Mega Knight Bats Sparky
Mega Knight Bats Night Witch Sparky
Night Witch Sparky Mega Knight
Firecracker Wizard Bats
Sparky Bats Night Witch
Mega Knight Sparky
Mega Knight Bats Firecracker Sparky
Sparky
Mega Knight Bats Sparky
Mega Knight
Mega Knight Wizard Night Witch Sparky
Wizard Firecracker Sparky Mega Knight
Sparky Bats Firecracker Night Witch
Bats Mega Knight Firecracker Wizard Sparky

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 Sparky
Firecracker
Sparky
Firecracker Sparky
Wizard Firecracker Sparky Mega Knight
Firecracker Wizard Bats
Firecracker Wizard Sparky
Firecracker Wizard
Firecracker Wizard
Bats Night Witch Sparky
Firecracker Wizard Sparky
Firecracker Wizard
Firecracker Sparky
Firecracker
Firecracker Sparky
Firecracker Wizard Sparky
Firecracker Wizard Sparky Mega Knight
Sparky
Bats Night Witch Sparky
Firecracker Wizard Sparky Mega Knight
Firecracker Wizard Mega Knight
Night Witch Sparky Mega Knight
Wizard
Sparky
Firecracker Wizard Sparky Mega Knight
Firecracker Wizard Sparky
Wizard Sparky Mega Knight
Firecracker Sparky
Bats Firecracker Wizard Night Witch Sparky
Bats Firecracker Wizard
Night Witch Sparky
Wizard Night Witch Sparky Mega Knight
Firecracker Sparky
Sparky Mega Knight
Firecracker Wizard Sparky
Bats Night Witch
Firecracker Wizard
Firecracker Wizard Sparky Mega Knight
Firecracker Wizard
Sparky
Firecracker Sparky Mega Knight
Bats Firecracker Sparky
Firecracker Bats
Firecracker Sparky Mega Knight

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