My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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 Minions Firecracker Witch

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 Firecracker Giant Witch

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 Rocket

Punishments

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

Giant

Pump responses

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

Fireball Rocket

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.

Firecracker

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 Giant Skeleton Army
Giant Snowball
Bats Minions Skeleton Army Witch
Zap
Bats Minions Firecracker Skeleton Army Witch
Barbarian Barrel
Firecracker Skeleton Army Witch
The Log
Firecracker Skeleton Army Witch
Earthquake
Firecracker Skeleton Army Witch
Arrows
Bats Minions Firecracker Skeleton Army Witch
Royal Delivery
Bats Minions Firecracker Skeleton Army Witch
Fireball
Minions Firecracker Skeleton Army Witch
Poison
Bats Minions Firecracker Skeleton Army Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Rocket

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Rocket Skeleton Army

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 Skeleton Army

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Minions Firecracker Skeleton Army Fireball Giant Witch Rocket

Shortest cycle

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

11 Bats Minions Firecracker Skeleton Army

Attack Synergies 2 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
Giant Minions Firecracker
Minions
Giant Bats Firecracker
Firecracker
Bats Minions Giant
Fireball
Giant
Giant
Bats Minions Firecracker Fireball Rocket Witch
Rocket
Giant
Skeleton Army
Witch
Giant

Defense Synergies 0 4

Bats
Minions Firecracker
Minions
Bats Firecracker
Firecracker
Bats Minions Skeleton Army
Fireball
Giant
Rocket
Skeleton Army
Firecracker
Witch

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 Minions Firecracker Fireball
Skeleton Army Bats Minions Firecracker Witch
Rocket Skeleton Army Witch Bats Minions
Skeleton Army Witch Bats Minions Firecracker
Firecracker Fireball Rocket Skeleton Army
Fireball Skeleton Army Bats Minions Firecracker
Bats Minions Rocket Firecracker Fireball Witch
Rocket Fireball
Witch Minions Skeleton Army
Skeleton Army Firecracker
Bats Minions Skeleton Army Witch Firecracker Fireball
Minions Bats Firecracker Fireball Witch
Skeleton Army Bats Minions Fireball Rocket Witch
Fireball Rocket Skeleton Army Bats Minions Firecracker Witch
Skeleton Army
Rocket Skeleton Army Fireball
Bats Minions Firecracker Fireball Skeleton Army Witch
Fireball Bats Minions Firecracker Skeleton Army Witch
Witch Bats Minions Firecracker Fireball
Skeleton Army Bats Minions Firecracker Fireball Witch

Counters to secondary win conditions

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

Skeleton Army Fireball Witch
Fireball Firecracker Rocket
Skeleton Army Bats Minions Rocket Witch
Rocket Skeleton Army Bats Fireball
Skeleton Army Witch
Firecracker Fireball Rocket Bats Minions Witch
Rocket Skeleton Army Bats Minions Fireball Witch
Skeleton Army
Rocket Bats Minions Firecracker Fireball Skeleton Army Witch
Witch Skeleton Army
Bats Minions Witch
Rocket Skeleton Army Fireball
Rocket Skeleton Army Fireball Witch
Firecracker Fireball Skeleton Army Witch
Skeleton Army Witch Bats Minions Firecracker Fireball Rocket
Bats Minions Firecracker 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 Firecracker Rocket
Firecracker Fireball
Rocket Fireball
Firecracker Fireball Rocket
Fireball Rocket Firecracker
Firecracker Fireball Bats Minions Rocket Witch
Firecracker Witch
Fireball Firecracker
Fireball Firecracker
Rocket Bats Minions Fireball
Firecracker Rocket Fireball
Fireball Firecracker Rocket
Rocket Firecracker Fireball
Minions Firecracker Fireball Rocket
Firecracker Fireball
Rocket Firecracker Fireball Witch
Firecracker Fireball Rocket
Fireball Rocket
Bats Minions Rocket
Rocket Firecracker Fireball
Rocket Firecracker Fireball Witch
Rocket Minions Fireball
Rocket Fireball
Rocket
Rocket Fireball
Firecracker Fireball Witch
Witch
Firecracker Fireball Witch
Fireball Witch
Fireball Rocket Firecracker
Bats Firecracker Fireball Witch
Rocket Bats Minions Firecracker Fireball Witch
Fireball
Fireball Rocket
Rocket Firecracker Fireball
Rocket Firecracker Fireball
Bats Minions Fireball Rocket Skeleton Army Witch
Fireball Rocket Firecracker Witch
Fireball
Fireball Firecracker Rocket
Firecracker Fireball
Rocket Fireball
Firecracker
Bats Minions Firecracker Fireball Rocket Witch
Firecracker Bats Fireball Rocket Witch
Firecracker Fireball Rocket Witch

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