My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Fisherman Ram Rider

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 Archers Wizard 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 Archers Wizard Witch Royal Ghost Magic Archer

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

Punishments

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

Hog Rider Royal Ghost

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.

Hog Rider Royal Ghost 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.

Hog Rider Royal Ghost 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 Archers Hog Rider
Giant Snowball
Bats Archers Hog Rider Witch
Zap
Bats Archers Witch
Barbarian Barrel
Archers Wizard Witch Royal Ghost Magic Archer
The Log
Archers Hog Rider Witch
Earthquake
Archers Hog Rider Witch
Arrows
Bats Archers Witch
Royal Delivery
Bats Archers Hog Rider Wizard Witch Royal Ghost Magic Archer
Fireball
Archers Hog Rider Wizard Witch Magic Archer
Poison
Bats Archers Wizard Witch Magic Archer
Lightning
Wizard Witch Magic Archer
Rocket
Hog Rider Wizard Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Royal Ghost 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 Ghost

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

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 Archers Royal Ghost Fireball Hog Rider Magic Archer Wizard Witch

Shortest cycle

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

12 Bats Archers Royal Ghost Fireball

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
Hog Rider
Archers
Hog Rider Royal Ghost
Fireball
Hog Rider Magic Archer
Hog Rider
Bats Fireball Archers Wizard Witch Magic Archer
Wizard
Hog Rider Royal Ghost
Witch
Hog Rider Royal Ghost
Royal Ghost
Archers Wizard Witch Magic Archer
Magic Archer
Fireball Hog Rider Royal Ghost

Defense Synergies 0 3

Bats
Archers
Witch
Fireball
Hog Rider
Wizard
Royal Ghost
Witch
Archers Royal Ghost
Royal Ghost
Wizard Witch
Magic Archer

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.

Fireball Wizard Magic Archer
Bats Witch
Witch Bats Archers
Witch Bats
Fireball
Fireball Bats Archers Royal Ghost Magic Archer
Bats Archers Fireball Wizard Witch Magic Archer
Fireball Magic Archer
Witch
Archers Royal Ghost
Bats Archers Witch Fireball Wizard Royal Ghost Magic Archer
Bats Archers Fireball Wizard Witch Magic Archer
Bats Fireball Wizard Witch
Fireball Wizard Bats Witch Royal Ghost Magic Archer
Fireball
Wizard Bats Fireball Witch
Fireball Bats Archers Wizard Witch Royal Ghost Magic Archer
Wizard Witch Bats Archers Fireball Royal Ghost Magic Archer
Wizard Royal Ghost Bats Archers Fireball Witch

Counters to secondary win conditions

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

Archers Fireball Witch Royal Ghost
Fireball Archers Wizard Royal Ghost Magic Archer
Bats Witch
Bats Fireball
Witch
Fireball Wizard Bats Archers Witch Magic Archer
Bats Archers Fireball Witch
Bats Fireball Witch Magic Archer
Witch
Bats Witch
Fireball
Fireball Wizard Witch
Wizard Archers Fireball Witch Magic Archer
Witch Bats Archers Fireball Magic Archer
Bats Archers Fireball Wizard Witch Royal Ghost 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.)

Fireball Magic Archer Royal Ghost
Fireball Royal Ghost Magic Archer
Fireball Magic Archer
Fireball
Fireball Wizard Magic Archer
Fireball Wizard Bats Witch Magic Archer
Archers Wizard Witch Magic Archer
Fireball Wizard Magic Archer
Fireball Wizard
Bats Fireball
Fireball Wizard Magic Archer
Fireball Archers Wizard Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Wizard Witch Magic Archer
Magic Archer Fireball Wizard
Fireball
Bats
Archers Fireball Wizard Magic Archer
Fireball Wizard Witch Magic Archer
Fireball Magic Archer
Fireball Wizard
Fireball
Fireball Wizard Witch Magic Archer
Witch
Fireball Wizard Witch Royal Ghost Magic Archer
Fireball Wizard Witch Magic Archer
Fireball Magic Archer
Bats Archers Fireball Wizard Witch Magic Archer
Bats Fireball Wizard Witch
Fireball
Fireball Wizard Magic Archer
Fireball Magic Archer
Fireball Wizard Magic Archer
Bats Archers Fireball Witch Magic Archer
Fireball Archers Wizard Witch Magic Archer
Fireball
Fireball Wizard Magic Archer
Fireball Wizard Magic Archer
Fireball
Bats Fireball Witch Magic Archer
Bats Fireball Witch Magic Archer
Fireball Witch Royal Ghost Magic Archer

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