My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Witch Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Battle Ram Witch Balloon Electro Wizard

Offensive cards

Win conditions

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

Battle Ram 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.

Battle Ram Balloon

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.

Knight Battle Ram Balloon

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 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
Bats Battle Ram Balloon
Giant Snowball
Bats Cannon Battle Ram Witch Balloon
Zap
Bats Cannon Battle Ram Witch Balloon
Barbarian Barrel
Knight Cannon Battle Ram Witch Electro Wizard
The Log
Cannon Battle Ram Witch
Earthquake
Cannon Witch
Arrows
Bats Witch
Royal Delivery
Bats Knight Battle Ram Witch Balloon Electro Wizard
Fireball
Cannon Battle Ram Witch Balloon Electro Wizard
Poison
Bats Cannon Witch Balloon Electro Wizard
Lightning
Knight Cannon Battle Ram Witch Balloon Electro Wizard
Rocket
Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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 Knight Battle Ram

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Cannon Fireball Battle Ram Electro Wizard Witch Balloon

Shortest cycle

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

12 Bats Knight Cannon Fireball

Attack Synergies 4 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
Knight Balloon Battle Ram
Knight
Bats Battle Ram Balloon Fireball Witch Electro Wizard
Cannon
Fireball
Knight Battle Ram Electro Wizard
Battle Ram
Knight Bats Fireball Witch Electro Wizard
Witch
Knight Battle Ram
Balloon
Bats Knight Electro Wizard
Electro Wizard
Knight Fireball Battle Ram Balloon

Defense Synergies 3 9

Bats
Knight Cannon Electro Wizard
Knight
Bats Cannon Electro Wizard Fireball Witch
Cannon
Knight Bats Fireball Witch Electro Wizard
Fireball
Knight Cannon Electro Wizard
Battle Ram
Witch
Knight Cannon Electro Wizard
Balloon
Electro Wizard
Knight Bats Cannon Fireball 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.

Knight Cannon Fireball Electro Wizard
Bats Knight Cannon Witch Electro Wizard
Cannon Witch Bats Knight Electro Wizard
Cannon Witch Bats Knight Electro Wizard
Fireball
Fireball Bats Cannon Electro Wizard
Bats Electro Wizard Cannon Fireball Witch
Cannon Fireball Electro Wizard
Cannon Witch
Knight Cannon Electro Wizard
Bats Witch Electro Wizard Knight Cannon Fireball
Bats Fireball Witch Electro Wizard
Cannon Bats Knight Fireball Witch Electro Wizard
Fireball Bats Cannon Witch Electro Wizard
Knight Cannon Electro Wizard
Cannon Fireball Electro Wizard
Bats Knight Cannon Fireball Witch Electro Wizard
Cannon Fireball Bats Knight Witch Electro Wizard
Witch Bats Knight Cannon Fireball Electro Wizard
Cannon Electro Wizard
Bats Knight Cannon Fireball Witch Electro Wizard

Counters to secondary win conditions

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

Knight Fireball Witch Electro Wizard
Fireball Electro Wizard Knight
Bats Knight Witch Electro Wizard
Bats Knight Fireball Electro Wizard
Knight Cannon Witch
Fireball Bats Witch Electro Wizard
Bats Knight Fireball Witch Electro Wizard
Knight
Electro Wizard Bats Knight Fireball Witch
Witch Cannon
Bats Knight Witch
Fireball Electro Wizard
Knight Cannon Fireball Witch
Cannon Fireball Witch
Witch Electro Wizard Bats Knight Fireball
Bats Cannon Fireball Witch Electro Wizard
Cannon Fireball

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 Knight
Fireball Electro Wizard
Fireball
Knight Fireball
Fireball
Fireball Bats Witch
Witch
Fireball
Fireball
Bats Fireball Electro Wizard
Knight Fireball Electro Wizard
Fireball
Knight Fireball
Fireball
Fireball
Fireball Witch
Fireball
Fireball
Bats
Fireball Electro Wizard
Fireball Witch
Fireball
Fireball
Fireball
Fireball Witch
Witch
Fireball Witch Electro Wizard
Fireball Witch
Fireball
Bats Fireball Witch Electro Wizard
Electro Wizard Bats Fireball Witch
Fireball
Fireball
Fireball Electro Wizard
Fireball
Electro Wizard Bats Fireball Witch
Fireball Witch Electro Wizard
Fireball
Fireball Knight Electro Wizard
Fireball
Fireball
Bats Fireball Witch Electro Wizard
Bats Fireball Witch Electro Wizard
Fireball Witch Electro Wizard

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