My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Mega Minion Musketeer Flying Machine Baby Dragon Witch Electro Wizard 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 Mega Minion Musketeer Flying Machine Baby Dragon Witch Electro Wizard Inferno Dragon

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.

Missing

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.

Flying Machine Baby Dragon

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.

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 Inferno Dragon
Giant Snowball
Bats Mega Minion Musketeer Flying Machine Baby Dragon Witch Inferno Dragon
Zap
Bats Flying Machine Witch Inferno Dragon
Barbarian Barrel
Musketeer Witch Electro Wizard
The Log
Musketeer Witch
Earthquake
Witch
Arrows
Bats Flying Machine Witch
Royal Delivery
Bats Mega Minion Musketeer Flying Machine Baby Dragon Witch Electro Wizard Inferno Dragon
Fireball
Mega Minion Musketeer Flying Machine Baby Dragon Witch Electro Wizard Inferno Dragon
Poison
Bats Mega Minion Musketeer Flying Machine Witch Electro Wizard
Lightning
Mega Minion Musketeer Baby Dragon Witch Electro Wizard Inferno Dragon
Rocket
Musketeer Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

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 Mega Minion Baby Dragon Inferno Dragon

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.

Musketeer 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 Mega Minion Musketeer Flying Machine Baby Dragon Electro Wizard Inferno Dragon Witch

Shortest cycle

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

13 Bats Mega Minion Musketeer Flying Machine

Attack Synergies 0 10

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 Minion Flying Machine Baby Dragon Inferno Dragon
Mega Minion
Bats Baby Dragon
Musketeer
Baby Dragon
Flying Machine
Bats Baby Dragon
Baby Dragon
Bats Mega Minion Musketeer Flying Machine Witch Electro Wizard Inferno Dragon
Witch
Baby Dragon
Electro Wizard
Baby Dragon
Inferno Dragon
Bats Baby Dragon

Defense Synergies 0 18

Bats
Musketeer Baby Dragon Electro Wizard Inferno Dragon
Mega Minion
Musketeer Flying Machine Baby Dragon Witch Electro Wizard
Musketeer
Bats Mega Minion Flying Machine Baby Dragon Electro Wizard
Flying Machine
Mega Minion Musketeer Baby Dragon Electro Wizard
Baby Dragon
Bats Mega Minion Musketeer Flying Machine Witch Inferno Dragon
Witch
Mega Minion Baby Dragon Electro Wizard
Electro Wizard
Bats Mega Minion Musketeer Flying Machine Witch Inferno Dragon
Inferno Dragon
Bats Baby Dragon 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.

Mega Minion Musketeer Flying Machine Baby Dragon Electro Wizard
Inferno Dragon Bats Mega Minion Musketeer Flying Machine Witch Electro Wizard
Witch Bats Mega Minion Musketeer Electro Wizard Inferno Dragon
Witch Inferno Dragon Bats Mega Minion Musketeer Electro Wizard
Bats Mega Minion Musketeer Flying Machine Baby Dragon Electro Wizard
Bats Mega Minion Musketeer Electro Wizard Inferno Dragon Flying Machine Baby Dragon Witch
Musketeer Flying Machine Baby Dragon Electro Wizard
Witch Inferno Dragon Musketeer
Musketeer Electro Wizard
Bats Witch Electro Wizard Mega Minion Musketeer Flying Machine Baby Dragon
Mega Minion Musketeer Inferno Dragon Bats Flying Machine Baby Dragon Witch Electro Wizard
Bats Musketeer Flying Machine Witch Electro Wizard
Bats Mega Minion Baby Dragon Witch Electro Wizard
Inferno Dragon Electro Wizard
Electro Wizard Inferno Dragon
Bats Musketeer Witch Electro Wizard
Bats Mega Minion Musketeer Flying Machine Baby Dragon Witch Electro Wizard
Baby Dragon Witch Bats Mega Minion Musketeer Flying Machine Electro Wizard Inferno Dragon
Musketeer Electro Wizard Inferno Dragon
Bats Musketeer Flying Machine Baby Dragon Witch Electro Wizard

Counters to secondary win conditions

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

Witch Electro Wizard
Electro Wizard Mega Minion Musketeer Flying Machine Baby Dragon Inferno Dragon
Bats Musketeer Witch Electro Wizard
Bats Musketeer Electro Wizard
Musketeer Witch Inferno Dragon
Bats Musketeer Flying Machine Baby Dragon Witch Electro Wizard
Bats Mega Minion Musketeer Flying Machine Witch Electro Wizard
Inferno Dragon
Electro Wizard Bats Mega Minion Flying Machine Baby Dragon Witch Inferno Dragon
Witch Mega Minion Musketeer Inferno Dragon
Inferno Dragon Bats Mega Minion Musketeer Flying Machine Witch
Electro Wizard
Witch
Musketeer Flying Machine Baby Dragon Witch
Witch Electro Wizard Bats Mega Minion Musketeer Flying Machine Baby Dragon Inferno Dragon
Bats Mega Minion Musketeer Flying Machine Baby Dragon Witch Electro Wizard 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.)

Musketeer Flying Machine Baby Dragon
Musketeer Flying Machine Baby Dragon Electro Wizard
Flying Machine Baby Dragon
Musketeer Flying Machine
Baby Dragon
Bats Mega Minion Musketeer Flying Machine Baby Dragon Witch
Musketeer Flying Machine Baby Dragon Witch
Flying Machine Baby Dragon
Flying Machine
Bats Musketeer Electro Wizard
Musketeer Flying Machine Electro Wizard
Musketeer Flying Machine Baby Dragon
Flying Machine Musketeer Baby Dragon
Musketeer Flying Machine Baby Dragon
Musketeer Flying Machine Baby Dragon
Musketeer Flying Machine Baby Dragon Witch
Musketeer Flying Machine Baby Dragon
Bats
Mega Minion Musketeer Flying Machine Baby Dragon Electro Wizard
Flying Machine Baby Dragon Witch
Musketeer Baby Dragon
Musketeer
Musketeer Flying Machine Baby Dragon
Baby Dragon Witch
Mega Minion Witch Inferno Dragon
Musketeer Flying Machine Baby Dragon Witch Electro Wizard
Musketeer Flying Machine Baby Dragon Witch
Musketeer Baby Dragon
Bats Musketeer Flying Machine Baby Dragon Witch Electro Wizard
Electro Wizard Bats Mega Minion Musketeer Flying Machine Witch
Mega Minion
Musketeer
Electro Wizard
Electro Wizard Bats Musketeer Flying Machine Witch
Mega Minion Musketeer Flying Machine Baby Dragon Witch Electro Wizard
Mega Minion Musketeer Flying Machine Baby Dragon Electro Wizard
Musketeer Flying Machine Baby Dragon
Mega Minion Musketeer Flying Machine
Bats Musketeer Flying Machine Baby Dragon Witch Electro Wizard
Bats Musketeer Flying Machine Witch Electro Wizard
Musketeer Flying Machine Baby Dragon Witch Electro Wizard

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