My Best Clash Royale Deck

Deck Check Rating

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Firecracker 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.

Skeletons Bats Firecracker Royal Recruits Witch

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.

Arrows Earthquake

Punishments

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

Royal Recruits

Pump responses

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

Earthquake

Dropped at the bridge

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

Royal Recruits

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.

Firecracker

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
Skeletons Bats Royal Recruits Guards
Giant Snowball
Skeletons Bats Royal Recruits Guards Witch
Zap
Skeletons Bats Firecracker Guards Witch
Barbarian Barrel
Skeletons Firecracker Royal Recruits Guards Witch
The Log
Skeletons Firecracker Royal Recruits Guards Witch
Earthquake
Skeletons Firecracker Guards Witch
Arrows
Skeletons Bats Firecracker Royal Recruits Guards Witch
Royal Delivery
Skeletons Bats Firecracker Royal Recruits Guards Witch
Fireball
Firecracker Witch
Poison
Bats Firecracker Royal Recruits Guards Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Earthquake

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 Arrows Royal Recruits Guards

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Arrows Firecracker Earthquake Guards Witch Royal Recruits

Shortest cycle

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

9 Skeletons Bats Arrows Firecracker

Attack Synergies 0 5

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.

Skeletons
Bats
Firecracker Royal Recruits
Arrows
Earthquake
Firecracker
Bats Royal Recruits Earthquake
Royal Recruits
Bats Firecracker
Earthquake
Arrows Firecracker
Guards
Witch

Defense Synergies 0 11

Skeletons
Bats Firecracker Earthquake Witch
Bats
Skeletons Firecracker Royal Recruits Earthquake
Arrows
Firecracker
Skeletons Bats Royal Recruits Earthquake Guards
Royal Recruits
Bats Firecracker
Earthquake
Skeletons Bats Firecracker
Guards
Firecracker Witch
Witch
Skeletons Guards

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.

Earthquake Firecracker Royal Recruits
Skeletons Bats Firecracker Royal Recruits Witch
Witch Skeletons Bats Royal Recruits
Royal Recruits Witch Skeletons Bats Firecracker Guards
Arrows Firecracker Royal Recruits Earthquake
Arrows Skeletons Bats Firecracker Earthquake Guards
Bats Arrows Firecracker Witch
Earthquake Arrows Royal Recruits
Witch Skeletons Royal Recruits
Guards Skeletons Firecracker Royal Recruits
Bats Guards Witch Skeletons Arrows Firecracker Royal Recruits Earthquake
Arrows Bats Firecracker Witch
Royal Recruits Skeletons Bats Earthquake Guards Witch
Bats Arrows Firecracker Royal Recruits Earthquake Guards Witch
Royal Recruits
Royal Recruits
Skeletons Bats Arrows Firecracker Royal Recruits Witch
Arrows Bats Firecracker Royal Recruits Guards Witch
Arrows Earthquake Witch Bats Firecracker Royal Recruits Guards
Royal Recruits
Royal Recruits Bats Arrows Firecracker Earthquake Guards Witch

Counters to secondary win conditions

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

Royal Recruits Guards Skeletons Witch
Arrows Firecracker
Royal Recruits Guards Skeletons Bats Witch
Royal Recruits Guards Bats
Royal Recruits Skeletons Guards Witch
Arrows Firecracker Skeletons Bats Witch
Royal Recruits Guards Skeletons Bats Witch
Royal Recruits
Royal Recruits Skeletons Bats Firecracker Witch
Royal Recruits Witch Skeletons Guards
Bats Royal Recruits Guards Witch
Royal Recruits Arrows Guards
Royal Recruits Skeletons Guards Witch
Royal Recruits Firecracker Witch
Royal Recruits Guards Witch Skeletons Bats Firecracker
Bats Arrows Firecracker Royal Recruits Earthquake 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.)

Earthquake Arrows Firecracker Royal Recruits Guards
Arrows Firecracker
Earthquake Arrows
Earthquake Arrows Firecracker Royal Recruits Guards
Arrows Firecracker Earthquake
Arrows Firecracker Bats Witch
Arrows Firecracker Earthquake Witch
Arrows Earthquake Firecracker
Arrows Firecracker
Bats Guards
Firecracker Arrows Royal Recruits Earthquake
Arrows Firecracker
Earthquake Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker Witch
Earthquake Arrows Firecracker Royal Recruits
Arrows Earthquake
Bats
Arrows Firecracker Earthquake
Arrows Firecracker Earthquake Witch
Earthquake
Arrows
Earthquake Arrows Royal Recruits
Arrows Firecracker Earthquake Witch
Witch
Arrows Firecracker Earthquake Witch
Arrows Witch
Arrows Firecracker
Bats Arrows Firecracker Witch
Bats Firecracker Guards Witch
Arrows Earthquake
Arrows Firecracker
Arrows Firecracker Earthquake
Earthquake Bats Royal Recruits Guards Witch
Arrows Firecracker Witch
Arrows
Firecracker
Arrows Firecracker Earthquake
Arrows
Firecracker Royal Recruits
Bats Firecracker Royal Recruits Guards Witch
Firecracker Bats Witch
Firecracker Royal Recruits Witch

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