My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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 Inferno Dragon

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 Witch Royal Ghost Bandit Inferno Dragon Lumberjack Mega Knight

Offensive cards

Win conditions

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

Missing

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.

Royal Ghost Bandit Lumberjack 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.

Royal Ghost Bandit Lumberjack 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.

Royal Ghost Bandit Lumberjack

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 Bandit Inferno Dragon
Giant Snowball
Bats Witch Inferno Dragon Lumberjack
Zap
Bats Witch Bandit Inferno Dragon
Barbarian Barrel
Witch Royal Ghost Bandit Lumberjack
The Log
Witch Bandit Lumberjack
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Witch Royal Ghost Bandit Inferno Dragon Lumberjack
Fireball
Witch Bandit Inferno Dragon Lumberjack
Poison
Bats Witch
Lightning
Witch Bandit Inferno Dragon Lumberjack
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost 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 Royal Ghost Inferno Dragon 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

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 Royal Ghost Bandit Inferno Dragon Lumberjack Witch Mega Knight

Shortest cycle

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

10 Bats Zap Royal Ghost Bandit

Attack Synergies 2 19

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
Mega Knight Zap Bandit Inferno Dragon Lumberjack
Zap
Bats Witch Royal Ghost Bandit Lumberjack Mega Knight
Witch
Zap Royal Ghost Bandit Lumberjack Mega Knight
Royal Ghost
Zap Witch Bandit Lumberjack Mega Knight
Bandit
Bats Zap Witch Royal Ghost Lumberjack Mega Knight
Inferno Dragon
Mega Knight Bats
Lumberjack
Bats Zap Witch Royal Ghost Bandit Mega Knight
Mega Knight
Bats Inferno Dragon Zap Witch Royal Ghost Bandit Lumberjack

Defense Synergies 1 18

Bats
Zap Bandit Inferno Dragon Lumberjack Mega Knight
Zap
Mega Knight Bats Witch Royal Ghost Bandit Inferno Dragon Lumberjack
Witch
Zap Royal Ghost Bandit Lumberjack Mega Knight
Royal Ghost
Zap Witch Mega Knight
Bandit
Bats Zap Witch Lumberjack Mega Knight
Inferno Dragon
Bats Zap Mega Knight
Lumberjack
Bats Zap Witch Bandit
Mega Knight
Zap Bats Witch Royal Ghost Bandit Inferno Dragon

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
Inferno Dragon Lumberjack Bats Zap Witch Bandit Mega Knight
Witch Lumberjack Mega Knight Bats Bandit Inferno Dragon
Witch Inferno Dragon Lumberjack Bats Bandit Mega Knight
Lumberjack Mega Knight
Bats Zap Royal Ghost Bandit Lumberjack Mega Knight
Bats Inferno Dragon Zap Witch
Zap Bandit Mega Knight
Witch Inferno Dragon Lumberjack
Royal Ghost Bandit Lumberjack Mega Knight
Bats Witch Zap Royal Ghost Bandit Lumberjack Mega Knight
Inferno Dragon Bats Zap Witch
Lumberjack Mega Knight Bats Zap Witch Bandit
Mega Knight Bats Zap Witch Royal Ghost Lumberjack
Inferno Dragon Bandit Lumberjack Mega Knight
Zap Bandit Inferno Dragon Lumberjack Mega Knight
Mega Knight Bats Witch Lumberjack
Mega Knight Bats Zap Witch Royal Ghost Bandit Lumberjack
Zap Witch Bats Royal Ghost Bandit Inferno Dragon Lumberjack Mega Knight
Inferno Dragon Lumberjack
Royal Ghost Mega Knight Bats Witch Bandit Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Zap Witch Royal Ghost Bandit
Bandit Zap Royal Ghost Inferno Dragon Lumberjack Mega Knight
Bandit Lumberjack Mega Knight Bats Zap Witch
Lumberjack Mega Knight Bats Zap Bandit
Witch Bandit Inferno Dragon Lumberjack Mega Knight
Bats Zap Witch
Bats Witch Bandit Lumberjack
Mega Knight Inferno Dragon Lumberjack
Zap Mega Knight Bats Witch Bandit Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Mega Knight Bats Witch Lumberjack
Mega Knight Zap
Mega Knight Witch Bandit Lumberjack
Witch Mega Knight
Witch Bats Zap Inferno Dragon Lumberjack
Bats Mega Knight Zap Witch Royal Ghost Inferno Dragon

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.)

Royal Ghost Bandit
Zap Royal Ghost Bandit
Bandit
Zap Mega Knight
Bats Zap Witch
Witch
Zap
Zap Bandit
Bats Lumberjack
Zap Bandit
Zap
Bandit
Bandit
Zap
Zap Witch Bandit
Bandit Mega Knight
Bats
Zap Bandit Mega Knight
Zap Witch Mega Knight
Mega Knight
Zap
Zap Witch Mega Knight
Witch Inferno Dragon
Zap Witch Royal Ghost Bandit
Zap Witch Bandit Mega Knight
Zap Bandit
Bats Zap Witch
Zap Bats Witch
Zap Bandit Mega Knight
Zap
Mega Knight
Zap Bats Witch Bandit
Zap Witch
Lumberjack Mega Knight
Zap
Zap
Mega Knight
Zap Bats Witch
Bats Zap Witch
Zap Witch Royal Ghost Bandit Mega Knight

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