My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Bad

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Witch Ram Rider

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 Witch Giant Skeleton Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap

Punishments

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

Elite Barbarians Ram Rider

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.

Elite Barbarians Giant Skeleton Ram Rider

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.

Elite Barbarians Giant Skeleton Ram Rider

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 Elite Barbarians Skeleton Army Clone Giant Skeleton Ram Rider
Giant Snowball
Bats Skeleton Army Clone Witch Ram Rider
Zap
Bats Skeleton Army Clone Witch Ram Rider
Barbarian Barrel
Elite Barbarians Skeleton Army Clone Witch Giant Skeleton
The Log
Elite Barbarians Skeleton Army Clone Witch Giant Skeleton Ram Rider
Earthquake
Skeleton Army Clone Witch
Arrows
Bats Skeleton Army Clone Witch
Royal Delivery
Bats Elite Barbarians Skeleton Army Clone Witch Giant Skeleton Ram Rider
Fireball
Elite Barbarians Skeleton Army Clone Witch Ram Rider
Poison
Bats Skeleton Army Clone Witch
Lightning
Elite Barbarians Witch Ram Rider
Rocket
Elite Barbarians Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Skeleton Army Clone Giant Skeleton

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.

Elite Barbarians 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Skeleton Army Clone Witch Ram Rider Elite Barbarians Giant Skeleton

Shortest cycle

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

10 Bats Zap Skeleton Army Clone

Attack Synergies 5 9

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 Skeleton Zap Elite Barbarians Clone Ram Rider
Zap
Elite Barbarians Ram Rider Bats Witch Giant Skeleton
Elite Barbarians
Zap Bats
Skeleton Army
Clone
Clone
Skeleton Army Giant Skeleton Bats Witch
Witch
Zap Clone Giant Skeleton Ram Rider
Giant Skeleton
Bats Clone Zap Witch
Ram Rider
Zap Bats Witch

Defense Synergies 0 9

Bats
Zap Giant Skeleton
Zap
Bats Elite Barbarians Skeleton Army Witch Giant Skeleton Ram Rider
Elite Barbarians
Zap
Skeleton Army
Zap Giant Skeleton
Clone
Witch
Zap Giant Skeleton
Giant Skeleton
Bats Zap Skeleton Army Witch
Ram Rider
Zap

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.

Zap Ram Rider
Elite Barbarians Skeleton Army Bats Zap Witch Ram Rider
Skeleton Army Witch Ram Rider Bats Elite Barbarians Giant Skeleton
Elite Barbarians Skeleton Army Witch Bats Ram Rider
Elite Barbarians Skeleton Army Giant Skeleton
Skeleton Army Bats Zap
Bats Ram Rider Zap Witch
Zap Giant Skeleton Ram Rider
Witch Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Giant Skeleton
Bats Skeleton Army Witch Zap Giant Skeleton Ram Rider
Bats Zap Witch Ram Rider
Skeleton Army Bats Zap Elite Barbarians Witch Giant Skeleton Ram Rider
Skeleton Army Bats Zap Witch
Elite Barbarians Skeleton Army Ram Rider
Skeleton Army Zap Elite Barbarians Ram Rider
Bats Elite Barbarians Skeleton Army Witch
Bats Zap Elite Barbarians Skeleton Army Witch Ram Rider
Zap Witch Bats Giant Skeleton Ram Rider
Elite Barbarians Ram Rider
Skeleton Army Bats Elite Barbarians Witch Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Zap Elite Barbarians Witch Giant Skeleton
Zap Elite Barbarians
Skeleton Army Giant Skeleton Bats Zap Elite Barbarians Witch Ram Rider
Skeleton Army Giant Skeleton Bats Zap Elite Barbarians Ram Rider
Giant Skeleton Elite Barbarians Skeleton Army Witch Ram Rider
Bats Zap Witch Ram Rider
Skeleton Army Bats Elite Barbarians Witch Giant Skeleton Ram Rider
Giant Skeleton Elite Barbarians Skeleton Army
Zap Giant Skeleton Bats Elite Barbarians Skeleton Army Witch
Witch Skeleton Army
Bats Elite Barbarians Witch Giant Skeleton
Skeleton Army Zap Elite Barbarians Giant Skeleton
Elite Barbarians Skeleton Army Giant Skeleton Witch Ram Rider
Skeleton Army Witch
Elite Barbarians Skeleton Army Witch Bats Zap Giant Skeleton
Bats Zap Elite Barbarians Witch Giant Skeleton

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.)

Giant Skeleton
Zap Ram Rider
Giant Skeleton
Giant Skeleton
Zap
Bats Zap Witch Ram Rider
Witch
Zap Ram Rider
Zap Ram Rider
Bats Elite Barbarians
Zap Ram Rider
Zap
Elite Barbarians
Zap Elite Barbarians
Zap Witch
Bats
Zap
Zap Witch
Giant Skeleton
Zap
Zap Witch
Witch
Zap Witch Ram Rider
Zap Witch Ram Rider
Zap
Elite Barbarians Bats Zap Witch
Zap Bats Witch
Elite Barbarians
Zap
Zap
Giant Skeleton
Zap Bats Skeleton Army Witch
Zap Witch Ram Rider
Zap
Zap Giant Skeleton
Elite Barbarians
Zap Bats Elite Barbarians Witch Giant Skeleton
Bats Zap Witch
Zap Witch Giant Skeleton

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