My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions 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 Wizard Witch Golem

Offensive cards

Win conditions

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

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

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.

Golem

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.

Golem

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 Minions Skeleton Army Clone
Giant Snowball
Bats Minions Skeleton Army Clone Witch
Zap
Bats Minions Skeleton Army Clone Witch
Barbarian Barrel
Wizard Skeleton Army Clone Witch
The Log
Skeleton Army Clone Witch
Earthquake
Skeleton Army Clone Witch
Arrows
Bats Minions Skeleton Army Clone Witch
Royal Delivery
Bats Minions Wizard Skeleton Army Clone Witch
Fireball
Minions Wizard Skeleton Army Clone Witch
Poison
Bats Minions Wizard Skeleton Army Clone Witch
Lightning
Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Arrows Skeleton Army Clone Golem

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.

Skeleton Army

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.

Minions Wizard 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 Arrows Minions Skeleton Army Clone Wizard Witch Golem

Shortest cycle

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

11 Bats Arrows Minions Skeleton Army

Attack Synergies 3 8

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
Minions Clone Golem
Arrows
Golem
Minions
Bats Clone Golem
Wizard
Golem
Skeleton Army
Clone
Clone
Skeleton Army Golem Bats Minions Witch
Witch
Clone Golem
Golem
Arrows Clone Bats Minions Wizard Witch

Defense Synergies 0 2

Bats
Minions
Arrows
Minions
Bats
Wizard
Skeleton Army
Skeleton Army
Wizard
Clone
Witch
Golem

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.

Minions Wizard
Skeleton Army Bats Minions Witch
Skeleton Army Witch Bats Minions
Skeleton Army Witch Bats Minions
Arrows Skeleton Army
Arrows Skeleton Army Bats Minions
Bats Minions Arrows Wizard Witch
Arrows
Witch Minions Skeleton Army
Skeleton Army
Bats Minions Skeleton Army Witch Arrows Wizard
Arrows Minions Bats Wizard Witch
Skeleton Army Bats Minions Wizard Witch
Wizard Skeleton Army Bats Arrows Minions Witch
Skeleton Army
Skeleton Army
Wizard Bats Arrows Minions Skeleton Army Witch
Arrows Bats Minions Wizard Skeleton Army Witch
Arrows Wizard Witch Bats Minions
Wizard Skeleton Army Bats Arrows Minions Witch

Counters to secondary win conditions

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

Skeleton Army Witch
Arrows Wizard
Skeleton Army Bats Minions Witch
Skeleton Army Bats
Skeleton Army Witch
Arrows Wizard Bats Minions Witch
Skeleton Army Bats Minions Witch
Skeleton Army
Bats Minions Skeleton Army Witch
Witch Skeleton Army
Bats Minions Witch
Skeleton Army Arrows
Skeleton Army Wizard Witch
Wizard Skeleton Army Witch
Skeleton Army Witch Bats Minions
Bats Arrows Minions 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.)

Arrows
Arrows
Arrows
Arrows
Wizard Arrows
Arrows Wizard Bats Minions Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Bats Minions
Arrows Wizard
Arrows Wizard
Arrows Minions
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Bats Minions
Arrows Wizard
Arrows Wizard Witch
Minions
Arrows Wizard
Arrows
Arrows Wizard Witch
Witch
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Bats Arrows Wizard Witch
Bats Minions Wizard Witch
Arrows Wizard
Arrows
Arrows Wizard
Bats Minions Skeleton Army Witch
Arrows Wizard Witch
Arrows
Wizard
Arrows Wizard
Arrows
Bats Minions Witch
Bats Witch
Witch

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