My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Witch Ice Wizard 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 Giant Witch Ice Wizard Bandit Electro Wizard Mega Knight

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

Punishments

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

Giant Bandit 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.

Giant Bandit 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.

Bandit 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 Bandit
Giant Snowball
Bats Witch
Zap
Bats Witch Bandit
Barbarian Barrel
Witch Ice Wizard Bandit Electro Wizard
The Log
Witch Bandit
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Witch Ice Wizard Bandit Electro Wizard
Fireball
Witch Ice Wizard Bandit Electro Wizard
Poison
Bats Witch Ice Wizard Electro Wizard
Lightning
Witch Ice Wizard Bandit Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Wizard Mega Knight

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 Ice Wizard 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.

Witch Ice Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Ice Wizard Bandit Electro Wizard Giant Witch Mega Knight

Shortest cycle

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

10 Bats Zap Ice Wizard Bandit

Attack Synergies 4 16

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 Mega Knight Zap Bandit
Zap
Giant Electro Wizard Bats Witch Ice Wizard Bandit Mega Knight
Giant
Bats Zap Witch Ice Wizard Bandit Electro Wizard
Witch
Zap Giant Bandit Mega Knight
Ice Wizard
Zap Giant Bandit
Bandit
Bats Zap Giant Witch Ice Wizard Electro Wizard Mega Knight
Electro Wizard
Zap Giant Bandit Mega Knight
Mega Knight
Bats Zap Witch Bandit Electro Wizard

Defense Synergies 2 17

Bats
Zap Ice Wizard Bandit Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Witch Ice Wizard Bandit
Giant
Witch
Zap Ice Wizard Bandit Electro Wizard Mega Knight
Ice Wizard
Bats Zap Witch Bandit Mega Knight
Bandit
Bats Zap Witch Ice Wizard Electro Wizard Mega Knight
Electro Wizard
Zap Bats Witch Bandit Mega Knight
Mega Knight
Zap Bats Witch Ice Wizard Bandit Electro Wizard

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 Electro Wizard
Bats Zap Witch Ice Wizard Bandit Electro Wizard Mega Knight
Witch Mega Knight Bats Ice Wizard Bandit Electro Wizard
Witch Bats Ice Wizard Bandit Electro Wizard Mega Knight
Mega Knight
Bats Zap Ice Wizard Bandit Electro Wizard Mega Knight
Bats Electro Wizard Zap Witch Ice Wizard
Zap Bandit Electro Wizard Mega Knight
Witch Ice Wizard
Ice Wizard Bandit Electro Wizard Mega Knight
Bats Witch Ice Wizard Electro Wizard Zap Bandit Mega Knight
Bats Zap Witch Ice Wizard Electro Wizard
Mega Knight Bats Zap Witch Ice Wizard Bandit Electro Wizard
Mega Knight Bats Zap Witch Electro Wizard
Bandit Electro Wizard Mega Knight
Zap Bandit Electro Wizard Mega Knight
Mega Knight Bats Witch Electro Wizard
Mega Knight Bats Zap Witch Ice Wizard Bandit Electro Wizard
Zap Witch Bats Ice Wizard Bandit Electro Wizard Mega Knight
Electro Wizard
Mega Knight Bats Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Witch Bandit Electro Wizard
Bandit Electro Wizard Zap Mega Knight
Bandit Mega Knight Bats Zap Witch Electro Wizard
Mega Knight Bats Zap Bandit Electro Wizard
Witch Bandit Mega Knight
Bats Zap Witch Ice Wizard Electro Wizard
Bats Witch Ice Wizard Bandit Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Bats Witch Bandit
Witch
Mega Knight Bats Witch
Mega Knight Zap Electro Wizard
Mega Knight Witch Bandit
Witch Mega Knight
Witch Electro Wizard Bats Zap
Bats Mega Knight Zap Witch Ice Wizard 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.)

Bandit
Zap Ice Wizard Bandit Electro Wizard
Bandit
Zap Mega Knight
Bats Zap Witch Ice Wizard
Witch
Zap Ice Wizard
Zap Bandit
Bats Electro Wizard
Zap Bandit Electro Wizard
Zap
Bandit
Bandit
Zap
Zap Witch Bandit
Bandit Mega Knight
Bats
Zap Bandit Electro Wizard Mega Knight
Zap Witch Mega Knight
Mega Knight
Zap
Zap Witch Ice Wizard Mega Knight
Witch
Zap Witch Ice Wizard Bandit Electro Wizard
Zap Witch Bandit Mega Knight
Zap Bandit
Bats Zap Witch Ice Wizard Electro Wizard
Zap Electro Wizard Bats Witch
Zap Bandit Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Bats Witch Bandit
Zap Witch Ice Wizard Electro Wizard
Electro Wizard Mega Knight
Zap
Zap
Mega Knight
Zap Bats Witch Electro Wizard
Bats Zap Witch Electro Wizard
Zap Witch Bandit Electro Wizard Mega Knight

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