My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
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 Inferno Tower Wizard Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 Balloon Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Missing

Punishments

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

Balloon Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Balloon Mega Knight

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.

Balloon

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 Guards Balloon
Giant Snowball
Bats Archers Guards Witch Balloon
Zap
Bats Archers Inferno Tower Guards Witch Balloon
Barbarian Barrel
Archers Inferno Tower Wizard Guards Witch
The Log
Archers Guards Witch
Earthquake
Archers Inferno Tower Guards Witch
Arrows
Bats Archers Guards Witch
Royal Delivery
Bats Archers Wizard Guards Witch Balloon
Fireball
Archers Inferno Tower Wizard Witch Balloon
Poison
Bats Archers Inferno Tower Wizard Guards Witch Balloon
Lightning
Inferno Tower Wizard Witch Balloon
Rocket
Inferno Tower Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Mega Knight

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 Inferno Tower Guards Mega Knight

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 Archers Guards Inferno Tower Wizard Witch Balloon Mega Knight

Shortest cycle

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

13 Bats Archers Guards Inferno Tower

Attack Synergies 2 6

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
Balloon Mega Knight
Archers
Balloon Mega Knight
Inferno Tower
Wizard
Balloon Mega Knight
Guards
Witch
Mega Knight
Balloon
Bats Archers Wizard Mega Knight
Mega Knight
Bats Archers Wizard Witch Balloon

Defense Synergies 1 11

Bats
Inferno Tower Mega Knight
Archers
Inferno Tower Guards Witch Mega Knight
Inferno Tower
Guards Bats Archers Mega Knight
Wizard
Guards Mega Knight
Guards
Inferno Tower Archers Wizard Witch
Witch
Archers Guards Mega Knight
Balloon
Mega Knight
Bats Archers Inferno Tower Wizard 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.

Inferno Tower Wizard
Inferno Tower Bats Witch Mega Knight
Inferno Tower Witch Mega Knight Bats Archers
Inferno Tower Witch Bats Guards Mega Knight
Mega Knight
Bats Archers Guards Mega Knight
Bats Inferno Tower Archers Wizard Witch
Inferno Tower Mega Knight
Inferno Tower Witch
Guards Archers Inferno Tower Mega Knight
Bats Archers Guards Witch Wizard Mega Knight
Inferno Tower Bats Archers Wizard Witch
Inferno Tower Mega Knight Bats Wizard Guards Witch
Wizard Mega Knight Bats Guards Witch
Inferno Tower Mega Knight
Inferno Tower Mega Knight
Wizard Mega Knight Bats Inferno Tower Witch
Mega Knight Bats Archers Wizard Guards Witch
Wizard Witch Bats Archers Guards Mega Knight
Inferno Tower
Wizard Mega Knight Bats Archers Guards Witch

Counters to secondary win conditions

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

Guards Mega Knight Archers Inferno Tower Witch
Archers Wizard Mega Knight
Guards Mega Knight Bats Inferno Tower Witch
Guards Mega Knight Bats Inferno Tower
Inferno Tower Guards Witch Mega Knight
Wizard Bats Archers Witch
Guards Bats Archers Inferno Tower Witch
Inferno Tower Mega Knight
Mega Knight Bats Inferno Tower Witch
Inferno Tower Witch Guards
Mega Knight Bats Inferno Tower Guards Witch
Mega Knight Guards
Mega Knight Inferno Tower Wizard Guards Witch
Wizard Archers Witch Mega Knight
Inferno Tower Guards Witch Bats Archers
Bats Mega Knight Archers Inferno Tower Wizard 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.)

Guards
Guards
Wizard Mega Knight
Wizard Bats Witch
Archers Wizard Witch
Wizard
Wizard
Bats Guards
Wizard
Archers Wizard
Wizard Witch
Wizard Mega Knight
Bats
Archers Wizard Mega Knight
Wizard Witch Mega Knight
Mega Knight
Wizard
Wizard Witch Mega Knight
Witch
Wizard Witch
Wizard Witch Mega Knight
Bats Archers Wizard Witch
Bats Wizard Guards Witch
Wizard Mega Knight
Mega Knight
Wizard
Bats Archers Guards Witch
Archers Wizard Witch
Wizard Mega Knight
Wizard
Mega Knight
Bats Guards Witch
Bats Witch
Witch Mega Knight

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