My Best Clash Royale Deck

Deck Check Rating

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

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 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 Minions Witch

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 Witch Golem

Offensive cards

Win conditions

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

Golem Miner

Damage spells

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

Fireball Rage

Punishments

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

Miner

Pump responses

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

Fireball Miner

Dropped at the bridge

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

Golem

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 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 Minions Miner
Giant Snowball
Bats Minions Cannon Witch Miner
Zap
Bats Minions Cannon Witch
Barbarian Barrel
Cannon Witch
The Log
Cannon Witch
Earthquake
Cannon Witch
Arrows
Bats Minions Witch
Royal Delivery
Bats Minions Witch Miner
Fireball
Minions Cannon Witch
Poison
Bats Minions Cannon Witch
Lightning
Cannon Witch
Rocket
Witch

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 Rage Golem Miner

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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Minions Cannon Miner Fireball Witch Golem

Shortest cycle

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

10 Bats Rage Minions Cannon

Attack Synergies 5 7

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
Miner Minions Rage Golem
Minions
Rage Miner Bats Golem
Cannon
Fireball
Golem Miner
Rage
Minions Witch Bats
Witch
Rage Golem Miner
Golem
Fireball Bats Minions Witch
Miner
Bats Minions Fireball Witch

Defense Synergies 0 6

Bats
Minions Cannon
Minions
Bats Cannon
Cannon
Bats Minions Fireball Witch
Fireball
Cannon Miner
Rage
Witch
Cannon
Golem
Miner
Fireball

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.

Minions Cannon Fireball
Bats Minions Cannon Witch
Cannon Witch Bats Minions
Cannon Witch Bats Minions
Fireball
Fireball Bats Minions Cannon
Bats Minions Cannon Fireball Witch
Cannon Fireball
Cannon Witch Minions
Cannon Miner
Bats Minions Witch Cannon Fireball
Minions Bats Fireball Witch
Cannon Bats Minions Fireball Witch
Fireball Bats Minions Cannon Witch
Cannon
Cannon Fireball
Bats Minions Cannon Fireball Witch
Cannon Fireball Bats Minions Witch
Witch Bats Minions Cannon Fireball
Cannon
Bats Minions Cannon Fireball Witch

Counters to secondary win conditions

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

Fireball Witch
Fireball Miner
Bats Minions Witch
Bats Fireball
Cannon Witch
Fireball Bats Minions Witch
Bats Minions Fireball Witch
Bats Minions Fireball Witch
Witch Cannon
Bats Minions Witch
Fireball
Cannon Fireball Witch
Cannon Fireball Witch
Witch Bats Minions Fireball
Bats Minions Cannon 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
Fireball Miner
Fireball Miner
Fireball
Fireball
Fireball Bats Minions Witch
Witch
Fireball
Fireball Miner
Bats Minions Fireball
Miner Fireball
Fireball
Fireball Miner
Minions Fireball
Fireball
Fireball Witch
Fireball
Fireball
Bats Minions
Fireball
Fireball Witch Miner
Minions Fireball
Fireball
Fireball
Fireball Witch
Witch
Fireball Miner Witch
Fireball Witch Miner
Fireball Miner
Bats Fireball Witch
Bats Minions Fireball Witch
Fireball
Fireball Miner
Fireball
Fireball
Bats Minions Fireball Witch
Fireball Witch
Fireball
Fireball Miner
Fireball
Fireball
Bats Minions Fireball Witch
Bats Fireball Witch
Fireball Witch Miner

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