My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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 Tesla Wizard Witch Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Bats Tesla Giant Wizard Witch Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Giant

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.

Giant Mega Knight

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.

Giant 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.

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 Giant
Giant Snowball
Bats Witch
Zap
Bats Witch
Barbarian Barrel
Tesla Wizard Witch Electro Wizard
The Log
Witch
Earthquake
Tesla Witch
Arrows
Bats Witch
Royal Delivery
Bats Wizard Witch Electro Wizard
Fireball
Tesla Wizard Witch Electro Wizard
Poison
Bats Wizard Witch Electro Wizard
Lightning
Tesla Wizard Witch Electro Wizard
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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 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.

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 Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Tesla Fireball Electro Wizard Giant Wizard Witch Mega Knight

Shortest cycle

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

14 Bats Tesla Fireball Electro Wizard

Attack Synergies 2 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
Giant Mega Knight
Tesla
Fireball
Giant Electro Wizard Mega Knight
Giant
Bats Fireball Wizard Witch Electro Wizard
Wizard
Giant Mega Knight
Witch
Giant Mega Knight
Electro Wizard
Fireball Giant Mega Knight
Mega Knight
Bats Fireball Wizard Witch Electro Wizard

Defense Synergies 0 13

Bats
Tesla Electro Wizard Mega Knight
Tesla
Bats Fireball Wizard Electro Wizard
Fireball
Tesla Electro Wizard Mega Knight
Giant
Wizard
Tesla Electro Wizard Mega Knight
Witch
Electro Wizard Mega Knight
Electro Wizard
Bats Tesla Fireball Wizard Witch Mega Knight
Mega Knight
Bats Fireball Wizard Witch Electro Wizard

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.

Tesla Fireball Wizard Electro Wizard
Bats Tesla Witch Electro Wizard Mega Knight
Tesla Witch Mega Knight Bats Electro Wizard
Tesla Witch Bats Electro Wizard Mega Knight
Fireball Mega Knight
Fireball Bats Tesla Electro Wizard Mega Knight
Bats Tesla Electro Wizard Fireball Wizard Witch
Tesla Fireball Electro Wizard Mega Knight
Tesla Witch
Tesla Electro Wizard Mega Knight
Bats Witch Electro Wizard Tesla Fireball Wizard Mega Knight
Tesla Bats Fireball Wizard Witch Electro Wizard
Tesla Mega Knight Bats Fireball Wizard Witch Electro Wizard
Fireball Wizard Mega Knight Bats Tesla Witch Electro Wizard
Tesla Electro Wizard Mega Knight
Tesla Fireball Electro Wizard Mega Knight
Tesla Wizard Mega Knight Bats Fireball Witch Electro Wizard
Tesla Fireball Mega Knight Bats Wizard Witch Electro Wizard
Wizard Witch Bats Tesla Fireball Electro Wizard Mega Knight
Tesla Electro Wizard
Wizard Mega Knight Bats Tesla Fireball Witch Electro Wizard

Counters to secondary win conditions

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

Mega Knight Tesla Fireball Witch Electro Wizard
Fireball Electro Wizard Tesla Wizard Mega Knight
Mega Knight Bats Witch Electro Wizard
Mega Knight Bats Tesla Fireball Electro Wizard
Tesla Witch Mega Knight
Fireball Wizard Bats Tesla Witch Electro Wizard
Bats Tesla Fireball Witch Electro Wizard
Mega Knight Tesla
Electro Wizard Mega Knight Bats Fireball Witch
Witch Tesla
Mega Knight Bats Tesla Witch
Mega Knight Fireball Electro Wizard
Mega Knight Tesla Fireball Wizard Witch
Wizard Tesla Fireball Witch Mega Knight
Tesla Witch Electro Wizard Bats Fireball
Bats Mega Knight Tesla Fireball Wizard Witch Electro Wizard

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

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