My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Fisherman

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Witch Inferno Dragon

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 Giant Wizard Witch Inferno Dragon

Offensive cards

Win conditions

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

Giant Miner

Damage spells

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

Zap Rage

Punishments

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

Giant Miner

Pump responses

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

Miner

Dropped at the bridge

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

Giant

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.

Miner

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 Miner Inferno Dragon
Giant Snowball
Bats Witch Miner Inferno Dragon
Zap
Bats Witch Inferno Dragon
Barbarian Barrel
Wizard Witch
The Log
Witch
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Wizard Witch Miner Inferno Dragon
Fireball
Wizard Witch Inferno Dragon
Poison
Bats Wizard Witch
Lightning
Wizard Witch Inferno Dragon
Rocket
Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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 Rage Miner Inferno Dragon

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Miner Inferno Dragon Giant Wizard Witch

Shortest cycle

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

9 Bats Zap Rage Miner

Attack Synergies 7 10

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 Miner Zap Rage Inferno Dragon
Zap
Giant Miner Bats Witch
Giant
Bats Zap Rage Miner Wizard Witch
Wizard
Giant Rage Miner
Rage
Giant Witch Bats Wizard
Witch
Rage Zap Giant Miner
Miner
Bats Zap Giant Wizard Witch Inferno Dragon
Inferno Dragon
Bats Miner

Defense Synergies 0 5

Bats
Zap Inferno Dragon
Zap
Bats Witch Miner Inferno Dragon
Giant
Wizard
Rage
Witch
Zap
Miner
Zap
Inferno Dragon
Bats Zap

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.

Zap Wizard
Inferno Dragon Bats Zap Witch
Witch Bats Inferno Dragon
Witch Inferno Dragon Bats
Bats Zap
Bats Inferno Dragon Zap Wizard Witch
Zap
Witch Inferno Dragon
Miner
Bats Witch Zap Wizard
Inferno Dragon Bats Zap Wizard Witch
Bats Zap Wizard Witch
Wizard Bats Zap Witch
Inferno Dragon
Zap Inferno Dragon
Wizard Bats Witch
Bats Zap Wizard Witch
Zap Wizard Witch Bats Inferno Dragon
Inferno Dragon
Wizard Bats Witch

Counters to secondary win conditions

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

Zap Witch
Zap Wizard Miner Inferno Dragon
Bats Zap Witch
Bats Zap
Witch Inferno Dragon
Wizard Bats Zap Witch
Bats Witch
Inferno Dragon
Zap Bats Witch Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Bats Witch
Zap
Wizard Witch
Wizard Witch
Witch Bats Zap Inferno Dragon
Bats Zap Wizard Witch Inferno Dragon

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.)

Zap Miner
Miner
Wizard Zap
Wizard Bats Zap Witch
Wizard Witch
Zap Wizard
Miner Zap Wizard
Bats
Miner Zap Wizard
Zap Wizard
Miner
Zap
Zap Wizard Witch
Wizard
Bats
Zap Wizard
Zap Wizard Witch Miner
Wizard
Zap
Zap Wizard Witch
Witch Inferno Dragon
Miner Zap Wizard Witch
Zap Wizard Witch Miner
Miner Zap
Bats Zap Wizard Witch
Zap Bats Wizard Witch
Zap Wizard Miner
Zap
Wizard
Zap Bats Witch
Zap Wizard Witch
Miner Wizard
Zap Wizard
Zap
Zap Bats Witch
Bats Zap Witch
Zap Witch Miner

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