My Best Clash Royale Deck

Deck Check Rating

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

3 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Baby Dragon Witch Electro Wizard

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 Knight Wizard Baby Dragon Witch Golem Electro Wizard

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.

Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

Knight Baby Dragon Golem

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 Electro Wizard

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
Giant Snowball
Bats Baby Dragon Witch
Zap
Bats Witch
Barbarian Barrel
Knight Wizard Witch Electro Wizard
The Log
Witch
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Knight Wizard Baby Dragon Witch Electro Wizard
Fireball
Wizard Baby Dragon Witch Electro Wizard
Poison
Bats Wizard Witch Electro Wizard
Lightning
Knight Wizard Baby Dragon Witch Electro Wizard
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon

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 Baby Dragon Golem

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 Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Baby Dragon Electro Wizard Wizard Witch Lightning Golem

Shortest cycle

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

13 Bats Knight Baby Dragon Electro Wizard

Attack Synergies 4 11

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 Baby Dragon Golem
Knight
Bats Baby Dragon Wizard Witch Electro Wizard
Wizard
Knight Golem
Baby Dragon
Knight Golem Bats Witch Lightning Electro Wizard
Witch
Knight Baby Dragon Golem
Lightning
Golem Baby Dragon
Golem
Baby Dragon Lightning Bats Wizard Witch Electro Wizard
Electro Wizard
Knight Baby Dragon Golem

Defense Synergies 2 8

Bats
Knight Baby Dragon Electro Wizard
Knight
Bats Electro Wizard Wizard Baby Dragon Witch
Wizard
Knight Electro Wizard
Baby Dragon
Bats Knight Witch
Witch
Knight Baby Dragon Electro Wizard
Lightning
Golem
Electro Wizard
Knight Bats 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.

Lightning Knight Wizard Baby Dragon Electro Wizard
Bats Knight Witch Electro Wizard
Witch Bats Knight Lightning Electro Wizard
Witch Bats Knight Electro Wizard
Lightning
Bats Baby Dragon Electro Wizard
Bats Lightning Electro Wizard Wizard Baby Dragon Witch
Lightning Baby Dragon Electro Wizard
Witch
Knight Electro Wizard
Bats Witch Electro Wizard Knight Wizard Baby Dragon
Bats Wizard Baby Dragon Witch Electro Wizard
Bats Knight Wizard Witch Lightning Electro Wizard
Wizard Bats Baby Dragon Witch Electro Wizard
Knight Electro Wizard
Lightning Electro Wizard
Wizard Bats Knight Witch Electro Wizard
Bats Knight Wizard Baby Dragon Witch Electro Wizard
Wizard Baby Dragon Witch Bats Knight Electro Wizard
Electro Wizard
Wizard Bats Knight Baby Dragon Witch Electro Wizard

Counters to secondary win conditions

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

Knight Witch Electro Wizard
Electro Wizard Knight Wizard Baby Dragon Lightning
Bats Knight Witch Lightning Electro Wizard
Lightning Bats Knight Electro Wizard
Knight Witch
Wizard Bats Baby Dragon Witch Electro Wizard
Bats Knight Witch Lightning Electro Wizard
Knight
Lightning Electro Wizard Bats Knight Baby Dragon Witch
Witch
Bats Knight Witch
Lightning Electro Wizard
Lightning Knight Wizard Witch
Wizard Baby Dragon Witch
Witch Electro Wizard Bats Knight Baby Dragon Lightning
Bats Wizard Baby Dragon Witch Electro Wizard

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.)

Lightning Knight Baby Dragon
Baby Dragon Electro Wizard
Lightning Baby Dragon
Lightning Knight
Wizard Baby Dragon
Wizard Bats Baby Dragon Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon Lightning
Wizard Lightning
Lightning Bats Electro Wizard
Lightning Knight Wizard Electro Wizard
Lightning Wizard Baby Dragon
Lightning Knight Baby Dragon
Lightning Baby Dragon
Lightning Baby Dragon
Lightning Wizard Baby Dragon Witch
Lightning Wizard Baby Dragon
Lightning
Bats Lightning
Lightning Wizard Baby Dragon Electro Wizard
Lightning Wizard Baby Dragon Witch
Lightning Baby Dragon
Lightning Wizard
Lightning
Lightning Baby Dragon
Wizard Baby Dragon Witch
Witch
Wizard Baby Dragon Witch Lightning Electro Wizard
Lightning Wizard Baby Dragon Witch
Lightning Baby Dragon
Lightning Bats Wizard Baby Dragon Witch Electro Wizard
Lightning Electro Wizard Bats Wizard Witch
Lightning
Lightning Wizard
Lightning Electro Wizard
Wizard Lightning
Lightning Electro Wizard Bats Witch
Lightning Wizard Baby Dragon Witch Electro Wizard
Lightning Knight Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon Lightning
Lightning
Bats Baby Dragon Witch Lightning Electro Wizard
Bats Witch Lightning Electro Wizard
Lightning Baby Dragon Witch Electro Wizard

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