My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Archers Tesla Witch

Defensive buildings

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

Tesla

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 Knight Tesla 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.

Zap Fireball

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

Dropped at the bridge

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

Knight Giant

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 Giant
Giant Snowball
Bats Archers Witch
Zap
Bats Archers Witch
Barbarian Barrel
Archers Knight Tesla Witch
The Log
Archers Witch
Earthquake
Archers Tesla Witch
Arrows
Bats Archers Witch
Royal Delivery
Bats Archers Knight Witch
Fireball
Archers Tesla Witch
Poison
Bats Archers Witch
Lightning
Knight Tesla Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Knight

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Knight Tesla Fireball Giant Witch

Shortest cycle

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

10 Bats Zap Archers Knight

Attack Synergies 5 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
Knight Giant Zap
Zap
Fireball Giant Bats Archers Knight Witch
Archers
Knight Zap Giant
Knight
Bats Archers Zap Fireball Witch
Tesla
Fireball
Zap Knight Giant
Giant
Bats Zap Archers Fireball Witch
Witch
Zap Knight Giant

Defense Synergies 4 11

Bats
Knight Zap Tesla
Zap
Fireball Bats Archers Knight Tesla Witch
Archers
Knight Zap Tesla Witch
Knight
Bats Archers Tesla Zap Fireball Witch
Tesla
Knight Bats Zap Archers Fireball
Fireball
Zap Knight Tesla
Giant
Witch
Zap Archers Knight

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.

Zap Knight Tesla Fireball
Bats Zap Knight Tesla Witch
Tesla Witch Bats Archers Knight
Tesla Witch Bats Knight
Fireball
Fireball Bats Zap Archers Tesla
Bats Tesla Zap Archers Fireball Witch
Zap Tesla Fireball
Tesla Witch
Knight Archers Tesla
Bats Archers Witch Zap Knight Tesla Fireball
Tesla Bats Zap Archers Fireball Witch
Tesla Bats Zap Knight Fireball Witch
Fireball Bats Zap Tesla Witch
Knight Tesla
Zap Tesla Fireball
Tesla Bats Knight Fireball Witch
Tesla Fireball Bats Zap Archers Knight Witch
Zap Witch Bats Archers Knight Tesla Fireball
Tesla
Bats Archers Knight Tesla Fireball Witch

Counters to secondary win conditions

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

Knight Zap Archers Tesla Fireball Witch
Fireball Zap Archers Knight Tesla
Bats Zap Knight Witch
Bats Zap Knight Tesla Fireball
Knight Tesla Witch
Fireball Bats Zap Archers Tesla Witch
Bats Archers Knight Tesla Fireball Witch
Knight Tesla
Zap Bats Knight Fireball Witch
Witch Tesla
Bats Knight Tesla Witch
Zap Fireball
Knight Tesla Fireball Witch
Archers Tesla Fireball Witch
Tesla Witch Bats Zap Archers Knight Fireball
Bats Zap Archers Tesla 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 Knight
Fireball Zap
Fireball
Knight Fireball
Fireball Zap
Fireball Bats Zap Witch
Archers Witch
Fireball Zap
Fireball Zap
Bats Fireball
Zap Knight Fireball
Fireball Zap Archers
Knight Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Bats
Zap Archers Fireball
Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Witch
Fireball Zap Witch
Fireball Zap Witch
Fireball Zap
Bats Zap Archers Fireball Witch
Zap Bats Fireball Witch
Fireball
Zap Fireball
Zap Fireball
Fireball
Zap Bats Archers Fireball Witch
Fireball Zap Archers Witch
Fireball
Fireball Knight
Zap Fireball
Zap Fireball
Zap Bats Fireball Witch
Bats Zap Fireball Witch
Zap Fireball Witch

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