My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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 Wizard Witch Magic Archer

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 Elixir Golem Wizard Witch Magic Archer Sparky Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Poison

Punishments

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

Elixir Golem Mega Knight

Pump responses

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

Poison

Dropped at the bridge

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

Elixir Golem Magic Archer 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.

Magic Archer

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 Elixir Golem Sparky
Giant Snowball
Bats Witch
Zap
Bats Witch Sparky
Barbarian Barrel
Elixir Golem Wizard Witch Magic Archer Sparky
The Log
Elixir Golem Witch Sparky
Earthquake
Elixir Golem Witch
Arrows
Bats Witch
Royal Delivery
Bats Elixir Golem Wizard Witch Magic Archer Sparky
Fireball
Elixir Golem Wizard Witch Magic Archer Sparky
Poison
Bats Elixir Golem Wizard Witch Magic Archer Sparky
Lightning
Wizard Witch Magic Archer Sparky
Rocket
Wizard Witch Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Poison Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Poison Magic Archer Sparky 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 Elixir Golem Poison Sparky 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Elixir Golem Poison Magic Archer Wizard Witch Sparky Mega Knight

Shortest cycle

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

13 Bats Elixir Golem Poison Magic Archer

Attack Synergies 2 11

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 Elixir Golem Sparky
Elixir Golem
Poison Bats Wizard Witch Magic Archer Sparky
Wizard
Elixir Golem Sparky Mega Knight
Poison
Elixir Golem Mega Knight
Witch
Elixir Golem Mega Knight
Magic Archer
Elixir Golem Mega Knight
Sparky
Bats Elixir Golem Wizard
Mega Knight
Bats Wizard Poison Witch Magic Archer

Defense Synergies 0 7

Bats
Sparky Mega Knight
Elixir Golem
Wizard
Mega Knight
Poison
Sparky Mega Knight
Witch
Mega Knight
Magic Archer
Mega Knight
Sparky
Bats Poison
Mega Knight
Bats Wizard Poison Witch Magic Archer

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 Magic Archer Sparky
Sparky Bats Witch Mega Knight
Witch Sparky Mega Knight Bats
Witch Sparky Bats Mega Knight
Poison Sparky Mega Knight
Bats Magic Archer Mega Knight
Bats Wizard Poison Witch Magic Archer
Poison Magic Archer Sparky Mega Knight
Witch Sparky
Sparky Mega Knight
Bats Poison Witch Wizard Magic Archer Mega Knight
Bats Wizard Poison Witch Magic Archer
Sparky Mega Knight Bats Wizard Witch
Wizard Sparky Mega Knight Bats Poison Witch Magic Archer
Sparky Mega Knight
Sparky Mega Knight
Wizard Sparky Mega Knight Bats Poison Witch
Mega Knight Bats Wizard Witch Magic Archer
Wizard Poison Witch Bats Magic Archer Mega Knight
Sparky
Wizard Mega Knight Bats Poison Witch Sparky

Counters to secondary win conditions

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

Mega Knight Witch Sparky
Poison Wizard Magic Archer Mega Knight
Mega Knight Bats Witch Sparky
Mega Knight Bats Sparky
Witch Sparky Mega Knight
Wizard Poison Bats Witch Magic Archer
Sparky Bats Witch
Mega Knight Sparky
Mega Knight Bats Poison Witch Magic Archer Sparky
Witch Sparky
Mega Knight Bats Witch Sparky
Mega Knight Poison
Mega Knight Wizard Witch Sparky
Wizard Witch Magic Archer Sparky Mega Knight
Witch Sparky Bats Poison Magic Archer
Bats Poison Mega Knight Wizard Witch Magic Archer Sparky

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.)

Poison Magic Archer Sparky
Poison Magic Archer
Poison Magic Archer Sparky
Poison Sparky
Wizard Poison Magic Archer Sparky Mega Knight
Wizard Poison Bats Witch Magic Archer
Wizard Poison Witch Magic Archer Sparky
Poison Wizard Magic Archer
Poison Wizard
Bats Poison Sparky
Poison Wizard Magic Archer Sparky
Poison Wizard Magic Archer
Poison Magic Archer Sparky
Poison Magic Archer
Poison Magic Archer Sparky
Wizard Poison Witch Magic Archer Sparky
Magic Archer Wizard Poison Sparky Mega Knight
Poison Sparky
Bats Sparky
Wizard Poison Magic Archer Sparky Mega Knight
Wizard Poison Witch Magic Archer Mega Knight
Poison Magic Archer Sparky Mega Knight
Wizard Poison
Sparky
Poison
Poison Wizard Witch Magic Archer Sparky Mega Knight
Witch
Poison Wizard Witch Magic Archer Sparky
Wizard Poison Witch Magic Archer Sparky Mega Knight
Poison Magic Archer Sparky
Poison Bats Wizard Witch Magic Archer Sparky
Bats Wizard Poison Witch
Sparky
Poison Wizard Magic Archer Sparky Mega Knight
Poison Magic Archer Sparky
Sparky Mega Knight
Wizard Poison Magic Archer Sparky
Bats Witch Magic Archer
Poison Wizard Witch Magic Archer
Poison Wizard Magic Archer Sparky Mega Knight
Wizard Poison Magic Archer
Poison Sparky
Sparky Mega Knight
Bats Poison Witch Magic Archer Sparky
Bats Poison Witch Magic Archer
Poison Witch Magic Archer Sparky Mega Knight

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