My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Witch Magic Archer

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 Royal Recruits Witch Golem Magic Archer

Offensive cards

Win conditions

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

Golem

Damage spells

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

Rocket Tornado The Log

Punishments

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

Royal Recruits

Pump responses

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

Rocket

Dropped at the bridge

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

Royal Recruits Golem Magic Archer

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.

Golem Magic Archer

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 Royal Recruits
Giant Snowball
Bats Royal Recruits Witch
Zap
Bats Witch
Barbarian Barrel
Royal Recruits Witch Magic Archer
The Log
Royal Recruits Witch
Earthquake
Witch
Arrows
Bats Royal Recruits Witch
Royal Delivery
Bats Royal Recruits Witch Magic Archer
Fireball
Witch Magic Archer
Poison
Bats Royal Recruits Witch Magic Archer
Lightning
Witch Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Rocket Tornado Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Tornado The Log Magic Archer

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 Royal Recruits Rocket Tornado Golem

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Tornado Magic Archer Witch Rocket Royal Recruits Golem

Shortest cycle

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

11 Bats The Log Tornado Magic Archer

Attack Synergies 2 11

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
Royal Recruits Golem
Royal Recruits
Bats Magic Archer
Rocket
Tornado Golem
Tornado
Rocket Magic Archer Witch Golem The Log
Witch
Tornado Golem
Golem
Bats Rocket Tornado Witch The Log Magic Archer
The Log
Tornado Golem Magic Archer
Magic Archer
Tornado Royal Recruits Golem The Log

Defense Synergies 2 9

Bats
Royal Recruits The Log
Royal Recruits
Bats Tornado The Log
Rocket
Tornado The Log
Tornado
Rocket Magic Archer Royal Recruits Witch The Log
Witch
Tornado The Log
Golem
The Log
Bats Royal Recruits Rocket Tornado Witch Magic Archer
Magic Archer
Tornado The Log

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.

Rocket Royal Recruits The Log Magic Archer
Bats Royal Recruits Witch The Log
Rocket Tornado Witch Bats Royal Recruits
Royal Recruits Witch Bats
Royal Recruits Rocket Tornado The Log
Tornado The Log Bats Magic Archer
Bats Rocket Tornado Witch Magic Archer
Rocket Royal Recruits The Log Magic Archer
Witch Royal Recruits Tornado
Tornado Royal Recruits
Bats Witch Royal Recruits Tornado The Log Magic Archer
Bats Tornado Witch Magic Archer
Royal Recruits Bats Rocket Witch The Log
Rocket Bats Royal Recruits Tornado Witch The Log Magic Archer
Royal Recruits
Rocket Tornado Royal Recruits The Log
Bats Royal Recruits Tornado Witch
Bats Royal Recruits Tornado Witch The Log Magic Archer
Tornado Witch The Log Bats Royal Recruits Magic Archer
Royal Recruits Tornado
Royal Recruits Bats Witch The Log

Counters to secondary win conditions

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

Royal Recruits Witch
Rocket The Log Magic Archer
Royal Recruits Bats Rocket Witch The Log
Royal Recruits Rocket Bats Tornado The Log
Royal Recruits Witch
Rocket Bats Tornado Witch Magic Archer
Royal Recruits Rocket Bats Witch
Royal Recruits
Royal Recruits Rocket Bats Tornado Witch The Log Magic Archer
Royal Recruits Witch
Bats Royal Recruits Witch
Royal Recruits Rocket Tornado The Log
Royal Recruits Rocket Witch
Royal Recruits Witch Magic Archer
Royal Recruits Witch Bats Rocket Tornado The Log Magic Archer
Bats Royal Recruits Witch The Log Magic Archer

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.)

Magic Archer Royal Recruits Rocket The Log
Tornado The Log Magic Archer
Rocket The Log Magic Archer
Royal Recruits Rocket The Log
Rocket The Log Magic Archer
Bats Rocket Tornado Witch Magic Archer
Tornado Witch The Log Magic Archer
The Log Tornado Magic Archer
The Log Tornado
Rocket Bats Tornado
Rocket Royal Recruits Tornado The Log Magic Archer
Rocket Tornado Magic Archer
Rocket The Log Magic Archer
Rocket Magic Archer
The Log Magic Archer
Rocket Witch The Log Magic Archer
Magic Archer Royal Recruits Rocket The Log
Rocket Tornado
Bats Rocket
Rocket The Log Magic Archer
Rocket Tornado Witch The Log Magic Archer
Rocket The Log Magic Archer
Rocket Tornado
Rocket Tornado The Log
Rocket Royal Recruits The Log
Tornado The Log Witch Magic Archer
Witch
The Log Tornado Witch Magic Archer
Tornado Witch The Log Magic Archer
Rocket Tornado The Log Magic Archer
Bats Tornado Witch Magic Archer
Rocket Bats Witch
Rocket The Log Magic Archer
Rocket Magic Archer
Rocket The Log Magic Archer
Bats Royal Recruits Rocket Witch Magic Archer
Rocket Tornado Witch Magic Archer
The Log
Rocket Magic Archer
The Log Magic Archer
Rocket Tornado
Royal Recruits
Bats Royal Recruits Rocket Tornado Witch The Log Magic Archer
Bats Rocket Tornado Witch Magic Archer
Royal Recruits Rocket Tornado Witch The Log Magic Archer

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