My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 Rascals Wizard 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 Rascals Battle Ram Wizard Witch Lumberjack Mega Knight

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

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.

Battle Ram Goblin Barrel Lumberjack Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Rascals Battle Ram 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.

Goblin Barrel 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 Battle Ram Goblin Barrel
Giant Snowball
Bats Battle Ram Goblin Barrel Witch Lumberjack
Zap
Bats Battle Ram Goblin Barrel Witch
Barbarian Barrel
Rascals Battle Ram Wizard Goblin Barrel Witch Lumberjack
The Log
Rascals Battle Ram Goblin Barrel Witch Lumberjack
Earthquake
Goblin Barrel Witch
Arrows
Bats Rascals Goblin Barrel Witch
Royal Delivery
Bats Rascals Battle Ram Wizard Goblin Barrel Witch Lumberjack
Fireball
Rascals Battle Ram Wizard Goblin Barrel Witch Lumberjack
Poison
Bats Rascals Wizard Witch
Lightning
Battle Ram Wizard Witch Lumberjack
Rocket
Rascals Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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 Battle Ram Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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 Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Goblin Barrel Battle Ram Lumberjack Rascals Wizard Witch Mega Knight

Shortest cycle

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

13 Bats Goblin Barrel Battle Ram Lumberjack

Attack Synergies 2 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
Mega Knight Rascals Battle Ram Goblin Barrel Lumberjack
Rascals
Goblin Barrel Bats Battle Ram Lumberjack
Battle Ram
Bats Rascals Goblin Barrel Witch Lumberjack
Wizard
Lumberjack Mega Knight
Goblin Barrel
Rascals Bats Battle Ram Lumberjack Mega Knight
Witch
Battle Ram Lumberjack Mega Knight
Lumberjack
Bats Rascals Battle Ram Wizard Goblin Barrel Witch Mega Knight
Mega Knight
Bats Wizard Goblin Barrel Witch Lumberjack

Defense Synergies 0 7

Bats
Rascals Lumberjack Mega Knight
Rascals
Bats
Battle Ram
Wizard
Lumberjack Mega Knight
Goblin Barrel
Witch
Lumberjack Mega Knight
Lumberjack
Bats Wizard Witch
Mega 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.

Wizard
Lumberjack Bats Rascals Witch Mega Knight
Witch Lumberjack Mega Knight Bats Rascals
Witch Lumberjack Bats Rascals Mega Knight
Lumberjack Mega Knight
Bats Rascals Lumberjack Mega Knight
Bats Rascals Wizard Witch
Rascals Mega Knight
Witch Rascals Lumberjack
Rascals Lumberjack Mega Knight
Bats Witch Rascals Wizard Lumberjack Mega Knight
Bats Rascals Wizard Witch
Lumberjack Mega Knight Bats Rascals Wizard Witch
Wizard Mega Knight Bats Rascals Witch Lumberjack
Rascals Lumberjack Mega Knight
Rascals Lumberjack Mega Knight
Wizard Mega Knight Bats Rascals Witch Lumberjack
Mega Knight Bats Rascals Wizard Witch Lumberjack
Wizard Witch Bats Rascals Lumberjack Mega Knight
Lumberjack
Rascals Wizard Mega Knight Bats Witch Lumberjack

Counters to secondary win conditions

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

Rascals Lumberjack Mega Knight Witch
Wizard Lumberjack Mega Knight
Lumberjack Mega Knight Bats Rascals Witch
Lumberjack Mega Knight Bats Rascals
Rascals Witch Lumberjack Mega Knight
Wizard Bats Rascals Witch
Rascals Bats Witch Lumberjack
Mega Knight Rascals Lumberjack
Mega Knight Bats Witch
Witch
Mega Knight Bats Rascals Witch Lumberjack
Mega Knight
Rascals Mega Knight Wizard Witch Lumberjack
Wizard Rascals Witch Mega Knight
Rascals Witch Bats Lumberjack
Bats Mega Knight Rascals Wizard Witch

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.)

Rascals
Rascals
Wizard Mega Knight
Wizard Bats Witch
Wizard Witch
Wizard
Wizard
Bats Lumberjack
Wizard
Wizard
Wizard Witch
Wizard Mega Knight
Bats
Wizard Mega Knight
Wizard Witch Mega Knight
Mega Knight
Wizard
Wizard Witch Mega Knight
Witch
Wizard Witch
Wizard Witch Mega Knight
Bats Wizard Witch
Bats Wizard Witch
Wizard Mega Knight
Mega Knight
Wizard
Bats Witch
Wizard Witch
Rascals Wizard Lumberjack Mega Knight
Wizard
Mega Knight
Bats Rascals Witch
Bats Witch
Witch Mega Knight

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