My Best Clash Royale Deck

Deck Check Rating

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

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 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 Knight Firecracker Witch

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 Void

Punishments

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

Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball

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 Knight Skeleton Army

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Firecracker Skeleton Army Void Fireball Hog Rider Witch

Shortest cycle

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

11 Bats Knight Firecracker Skeleton Army

Attack Synergies 6 5

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 Hog Rider Firecracker
Knight
Bats Firecracker Hog Rider Fireball Witch
Firecracker
Knight Hog Rider Bats
Fireball
Hog Rider Knight
Hog Rider
Bats Knight Firecracker Fireball Void Witch
Skeleton Army
Void
Hog Rider
Witch
Knight Hog Rider

Defense Synergies 2 5

Bats
Knight Firecracker
Knight
Bats Firecracker Fireball Skeleton Army Witch
Firecracker
Knight Bats Skeleton Army
Fireball
Knight
Hog Rider
Skeleton Army
Knight Firecracker
Void
Witch
Knight

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 Firecracker Fireball Void
Skeleton Army Bats Knight Firecracker Witch
Skeleton Army Witch Bats Knight Void
Skeleton Army Witch Bats Knight Firecracker
Firecracker Fireball Skeleton Army
Fireball Skeleton Army Bats Firecracker
Bats Firecracker Fireball Void Witch
Fireball Void
Witch Skeleton Army
Knight Skeleton Army Firecracker
Bats Skeleton Army Witch Knight Firecracker Fireball
Bats Firecracker Fireball Witch
Skeleton Army Bats Knight Fireball Witch
Fireball Skeleton Army Bats Firecracker Witch
Skeleton Army Knight
Skeleton Army Fireball
Bats Knight Firecracker Fireball Skeleton Army Witch
Fireball Bats Knight Firecracker Skeleton Army Witch
Witch Bats Knight Firecracker Fireball
Skeleton Army Bats Knight Firecracker Fireball Witch

Counters to secondary win conditions

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

Knight Skeleton Army Fireball Void Witch
Fireball Void Knight Firecracker
Skeleton Army Bats Knight Witch
Skeleton Army Bats Knight Fireball
Knight Skeleton Army Witch
Firecracker Fireball Bats Witch
Skeleton Army Bats Knight Fireball Void Witch
Knight Skeleton Army
Void Bats Knight Firecracker Fireball Skeleton Army Witch
Witch Skeleton Army
Bats Knight Witch
Skeleton Army Fireball Void
Skeleton Army Knight Fireball Witch
Firecracker Fireball Skeleton Army Witch
Skeleton Army Witch Bats Knight Firecracker Fireball
Bats Firecracker Fireball 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 Void Knight Firecracker
Firecracker Fireball Void
Fireball Void
Knight Firecracker Fireball Void
Fireball Firecracker
Firecracker Fireball Bats Witch
Firecracker Witch
Fireball Firecracker
Fireball Void Firecracker
Bats Fireball Void
Firecracker Void Knight Fireball
Fireball Void Firecracker
Knight Firecracker Fireball Void
Firecracker Fireball Void
Firecracker Fireball
Firecracker Fireball Witch
Firecracker Fireball
Fireball
Bats
Void Firecracker Fireball
Firecracker Fireball Witch
Fireball Void
Fireball Void
Void
Fireball Void
Firecracker Fireball Witch
Witch
Firecracker Fireball Void Witch
Fireball Void Witch
Fireball Void Firecracker
Bats Firecracker Fireball Witch
Bats Firecracker Fireball Void Witch
Fireball Void
Void Fireball
Void Firecracker Fireball
Firecracker Fireball
Bats Fireball Skeleton Army Void Witch
Fireball Firecracker Witch
Fireball
Fireball Void Knight Firecracker
Firecracker Fireball
Void Fireball
Firecracker
Bats Firecracker Fireball Witch
Firecracker Bats Fireball Void Witch
Void Firecracker Fireball Witch

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