My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard Night 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 Wizard Golem Bandit Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Fireball The Log

Punishments

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

Bandit

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.

Golem Bandit

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 Bandit

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 Skeleton Army Bandit Night Witch
Giant Snowball
Bats Skeleton Army Night Witch
Zap
Bats Skeleton Army Bandit Night Witch
Barbarian Barrel
Wizard Skeleton Army Bandit Night Witch
The Log
Skeleton Army Bandit
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army Night Witch
Royal Delivery
Bats Wizard Skeleton Army Bandit Night Witch
Fireball
Wizard Skeleton Army Bandit Night Witch
Poison
Bats Wizard Skeleton Army Night Witch
Lightning
Wizard Bandit Night Witch
Rocket
Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard The Log

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 Skeleton Army Golem Night Witch

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Skeleton Army Bandit Fireball Night Witch Wizard Golem

Shortest cycle

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

10 Bats The Log Skeleton Army Bandit

Attack Synergies 2 8

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
Golem Bandit
Fireball
Golem The Log
Wizard
Golem Bandit
Skeleton Army
Golem
Fireball Night Witch Bats Wizard The Log Bandit
The Log
Fireball Golem Bandit
Bandit
Bats Wizard Golem The Log
Night Witch
Golem

Defense Synergies 1 10

Bats
The Log Bandit
Fireball
The Log Bandit
Wizard
Skeleton Army The Log Bandit
Skeleton Army
Wizard The Log Bandit
Golem
The Log
Fireball Bats Wizard Skeleton Army Bandit Night Witch
Bandit
Bats Fireball Wizard Skeleton Army The Log
Night Witch
The Log

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 The Log
Skeleton Army Bats The Log Bandit Night Witch
Skeleton Army Bats Bandit Night Witch
Skeleton Army Night Witch Bats Bandit
Fireball Skeleton Army The Log
Fireball Skeleton Army The Log Bats Bandit Night Witch
Bats Fireball Wizard Night Witch
Fireball The Log Bandit
Skeleton Army Night Witch
Skeleton Army Bandit Night Witch
Bats Skeleton Army Fireball Wizard The Log Bandit Night Witch
Bats Fireball Wizard Night Witch
Skeleton Army Night Witch Bats Fireball Wizard The Log Bandit
Fireball Wizard Skeleton Army Bats The Log Night Witch
Skeleton Army Bandit
Skeleton Army Fireball The Log Bandit
Wizard Bats Fireball Skeleton Army Night Witch
Fireball Bats Wizard Skeleton Army The Log Bandit Night Witch
Wizard The Log Bats Fireball Bandit
Wizard Skeleton Army Bats Fireball The Log Bandit Night Witch

Counters to secondary win conditions

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

Skeleton Army Fireball Bandit
Fireball Bandit Wizard The Log
Skeleton Army Bandit Bats The Log
Skeleton Army Bats Fireball The Log Bandit Night Witch
Skeleton Army Bandit Night Witch
Fireball Wizard Bats
Skeleton Army Bats Fireball Bandit Night Witch
Skeleton Army
Bats Fireball Skeleton Army The Log Bandit
Skeleton Army
Bats
Skeleton Army Fireball The Log
Skeleton Army Fireball Wizard Bandit Night Witch
Wizard Fireball Skeleton Army
Skeleton Army Bats Fireball The Log Night Witch
Bats Fireball Wizard The Log

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 The Log Bandit
Fireball The Log Bandit
Fireball The Log Bandit
Fireball The Log
Fireball Wizard The Log
Fireball Wizard Bats
Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard Bandit
Bats Fireball Night Witch
Fireball Wizard The Log Bandit
Fireball Wizard
Fireball The Log Bandit
Fireball Bandit
Fireball The Log
Fireball Wizard The Log Bandit
Fireball Wizard The Log Bandit
Fireball
Bats Night Witch
Fireball Wizard The Log Bandit
Fireball Wizard The Log
Fireball The Log Night Witch
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard
Fireball The Log Wizard Bandit
Fireball Wizard The Log Bandit
Fireball The Log Bandit
Bats Fireball Wizard Night Witch
Bats Fireball Wizard
Fireball Night Witch
Fireball Wizard The Log Bandit Night Witch
Fireball
Fireball Wizard The Log
Bats Fireball Skeleton Army Bandit Night Witch
Fireball Wizard
The Log Fireball
Fireball Wizard
The Log Fireball Wizard
Fireball
Bats Fireball The Log
Bats Fireball
Fireball The Log Bandit

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