My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Witch Electro Wizard Inferno Dragon

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 Bandit Electro Wizard Inferno Dragon Mega Knight

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.

Zap Freeze

Punishments

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

Bandit Mega Knight

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.

Bandit 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.

Bandit Electro Wizard

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 Bandit Inferno Dragon
Giant Snowball
Bats Witch Inferno Dragon
Zap
Bats Witch Bandit Inferno Dragon
Barbarian Barrel
Witch Bandit Electro Wizard
The Log
Witch Bandit
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Witch Bandit Electro Wizard Inferno Dragon
Fireball
Witch Bandit Electro Wizard Inferno Dragon
Poison
Bats Witch Electro Wizard
Lightning
Witch Bandit Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze 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 Freeze Inferno Dragon Mega Knight

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 Electro 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 Zap Bandit Freeze Electro Wizard Inferno Dragon Witch Mega Knight

Shortest cycle

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

11 Bats Zap Bandit Freeze

Attack Synergies 3 12

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 Zap Bandit Inferno Dragon
Zap
Electro Wizard Bats Freeze Witch Bandit Mega Knight
Freeze
Zap
Witch
Zap Bandit Mega Knight
Bandit
Bats Zap Witch Electro Wizard Mega Knight
Electro Wizard
Zap Bandit Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Zap Witch Bandit Electro Wizard

Defense Synergies 2 19

Bats
Zap Freeze Bandit Electro Wizard Inferno Dragon Mega Knight
Zap
Electro Wizard Mega Knight Bats Witch Bandit Inferno Dragon
Freeze
Bats Electro Wizard Mega Knight
Witch
Zap Bandit Electro Wizard Mega Knight
Bandit
Bats Zap Witch Electro Wizard Mega Knight
Electro Wizard
Zap Bats Freeze Witch Bandit Inferno Dragon Mega Knight
Inferno Dragon
Bats Zap Electro Wizard Mega Knight
Mega Knight
Zap Bats Freeze Witch Bandit Electro Wizard Inferno Dragon

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 Electro Wizard
Inferno Dragon Bats Zap Witch Bandit Electro Wizard Mega Knight
Witch Mega Knight Bats Freeze Bandit Electro Wizard Inferno Dragon
Witch Inferno Dragon Bats Bandit Electro Wizard Mega Knight
Mega Knight
Freeze Bats Zap Bandit Electro Wizard Mega Knight
Bats Electro Wizard Inferno Dragon Zap Freeze Witch
Zap Bandit Electro Wizard Mega Knight
Witch Inferno Dragon
Bandit Electro Wizard Mega Knight
Bats Witch Electro Wizard Zap Freeze Bandit Mega Knight
Inferno Dragon Bats Zap Witch Electro Wizard
Mega Knight Bats Zap Freeze Witch Bandit Electro Wizard
Mega Knight Bats Zap Freeze Witch Electro Wizard
Inferno Dragon Bandit Electro Wizard Mega Knight
Zap Freeze Bandit Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Witch Electro Wizard
Mega Knight Bats Zap Witch Bandit Electro Wizard
Zap Freeze Witch Bats Bandit Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Mega Knight Bats Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Witch Bandit Electro Wizard
Bandit Electro Wizard Zap Inferno Dragon Mega Knight
Bandit Mega Knight Bats Zap Witch Electro Wizard
Mega Knight Bats Zap Bandit Electro Wizard
Witch Bandit Inferno Dragon Mega Knight
Bats Zap Freeze Witch Electro Wizard
Bats Witch Bandit Electro Wizard
Mega Knight Inferno Dragon
Zap Freeze Electro Wizard Mega Knight Bats Witch Bandit Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Mega Knight Bats Witch
Mega Knight Zap Electro Wizard
Mega Knight Witch Bandit
Witch Mega Knight
Witch Electro Wizard Bats Zap Freeze Inferno Dragon
Bats Mega Knight Zap Freeze Witch Electro Wizard 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.)

Freeze Bandit
Zap Bandit Electro Wizard
Bandit
Freeze
Zap Mega Knight
Bats Zap Freeze Witch
Witch
Zap Freeze
Zap Bandit
Bats Electro Wizard
Zap Bandit Electro Wizard
Zap
Bandit
Freeze Bandit
Zap
Zap Witch Bandit
Bandit Mega Knight
Freeze
Bats
Zap Bandit Electro Wizard Mega Knight
Zap Witch Mega Knight
Mega Knight
Zap
Zap Freeze Witch Mega Knight
Witch Inferno Dragon
Zap Witch Bandit Electro Wizard
Zap Witch Bandit Mega Knight
Zap Bandit
Bats Zap Witch Electro Wizard
Zap Electro Wizard Bats Freeze Witch
Zap Bandit Mega Knight
Zap Freeze Electro Wizard
Mega Knight
Zap Electro Wizard Bats Freeze Witch Bandit
Zap Witch Electro Wizard
Freeze
Electro Wizard Mega Knight
Zap
Zap
Mega Knight
Zap Bats Freeze Witch Electro Wizard
Bats Zap Witch Electro Wizard
Zap Freeze Witch Bandit Electro Wizard Mega Knight

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