My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Wizard Baby Dragon Inferno Dragon Night Witch

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 Wizard Baby Dragon Prince Royal Ghost Inferno Dragon Night 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.

Missing

Punishments

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

Giant Prince Royal Ghost

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 Baby Dragon Prince Royal Ghost

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

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 Prince Inferno Dragon Night Witch
Giant Snowball
Bats Baby Dragon Inferno Dragon Night Witch
Zap
Bats Prince Inferno Dragon Night Witch
Barbarian Barrel
Wizard Royal Ghost Night Witch
The Log
Prince
Earthquake
Arrows
Bats Night Witch
Royal Delivery
Bats Wizard Baby Dragon Prince Royal Ghost Inferno Dragon Night Witch
Fireball
Wizard Baby Dragon Inferno Dragon Night Witch
Poison
Bats Wizard Night Witch
Lightning
Wizard Baby Dragon Prince Inferno Dragon Night Witch
Rocket
Wizard Prince Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Royal Ghost

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 Baby Dragon Prince Royal Ghost Inferno Dragon Night Witch

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

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 Royal Ghost Baby Dragon Inferno Dragon Night Witch Giant Wizard Prince

Shortest cycle

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

13 Bats Royal Ghost Baby Dragon Inferno Dragon

Attack Synergies 3 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
Giant Baby Dragon Prince Inferno Dragon
Giant
Bats Prince Night Witch Wizard Baby Dragon Royal Ghost
Wizard
Giant Prince Royal Ghost
Baby Dragon
Bats Giant Prince Inferno Dragon
Prince
Giant Bats Wizard Baby Dragon Royal Ghost
Royal Ghost
Giant Wizard Prince
Inferno Dragon
Bats Baby Dragon
Night Witch
Giant

Defense Synergies 0 7

Bats
Baby Dragon Prince Inferno Dragon
Giant
Wizard
Prince Royal Ghost
Baby Dragon
Bats Prince Inferno Dragon
Prince
Bats Wizard Baby Dragon
Royal Ghost
Wizard
Inferno Dragon
Bats Baby Dragon
Night 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.

Wizard Baby Dragon
Inferno Dragon Bats Prince Night Witch
Prince Bats Inferno Dragon Night Witch
Prince Inferno Dragon Night Witch Bats
Prince
Bats Baby Dragon Royal Ghost Night Witch
Bats Inferno Dragon Wizard Baby Dragon Night Witch
Baby Dragon
Inferno Dragon Prince Night Witch
Prince Royal Ghost Night Witch
Bats Wizard Baby Dragon Royal Ghost Night Witch
Inferno Dragon Bats Wizard Baby Dragon Night Witch
Prince Night Witch Bats Wizard
Wizard Bats Baby Dragon Prince Royal Ghost Night Witch
Inferno Dragon Prince
Prince Inferno Dragon
Wizard Bats Prince Night Witch
Bats Wizard Baby Dragon Prince Royal Ghost Night Witch
Wizard Baby Dragon Bats Royal Ghost Inferno Dragon
Prince Inferno Dragon
Wizard Royal Ghost Bats Baby Dragon Prince Night Witch

Counters to secondary win conditions

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

Prince Royal Ghost
Wizard Baby Dragon Prince Royal Ghost Inferno Dragon
Bats Prince
Prince Bats Night Witch
Prince Inferno Dragon Night Witch
Wizard Bats Baby Dragon
Prince Bats Night Witch
Prince Inferno Dragon
Bats Baby Dragon Prince Inferno Dragon
Inferno Dragon
Inferno Dragon Bats Prince
Prince
Prince Wizard Night Witch
Wizard Baby Dragon
Bats Baby Dragon Prince Inferno Dragon Night Witch
Bats Wizard Baby Dragon 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.)

Baby Dragon Royal Ghost
Baby Dragon Royal Ghost
Baby Dragon
Prince
Wizard Baby Dragon
Wizard Bats Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Bats Prince Night Witch
Wizard Prince
Wizard Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Prince
Wizard Baby Dragon
Wizard Baby Dragon
Bats Night Witch
Wizard Baby Dragon Prince
Wizard Baby Dragon
Baby Dragon Prince Night Witch
Wizard
Prince
Baby Dragon
Wizard Baby Dragon
Inferno Dragon
Wizard Baby Dragon Royal Ghost
Wizard Baby Dragon Prince
Baby Dragon
Bats Wizard Baby Dragon Night Witch
Bats Wizard
Night Witch
Wizard Night Witch
Prince
Wizard
Bats Prince Night Witch
Wizard Baby Dragon
Wizard Baby Dragon Prince
Wizard Baby Dragon
Prince
Bats Baby Dragon
Bats
Baby Dragon Prince Royal Ghost

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: