My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 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 Balloon Inferno Dragon

Offensive cards

Win conditions

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

Balloon Miner

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.

Balloon Miner

Pump responses

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

Miner

Dropped at the bridge

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

Balloon

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.

Balloon Miner

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 Guards Balloon Miner Inferno Dragon
Giant Snowball
Bats Guards Witch Balloon Miner Inferno Dragon
Zap
Bats Guards Witch Balloon Inferno Dragon
Barbarian Barrel
Guards Witch
The Log
Guards Witch
Earthquake
Guards Witch
Arrows
Bats Guards Witch
Royal Delivery
Bats Guards Witch Balloon Miner Inferno Dragon
Fireball
Witch Balloon Inferno Dragon
Poison
Bats Guards Witch Balloon
Lightning
Witch Balloon Inferno Dragon
Rocket
Witch Balloon 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

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 Guards Freeze Miner Inferno Dragon

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Guards Miner Freeze Inferno Dragon Witch Balloon

Shortest cycle

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

10 Bats Zap Guards Miner

Attack Synergies 7 7

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
Balloon Miner Zap Inferno Dragon
Zap
Balloon Miner Bats Guards Freeze Witch
Guards
Miner Zap
Freeze
Balloon Zap
Witch
Zap Miner
Balloon
Bats Zap Freeze Miner
Miner
Bats Zap Guards Balloon Witch Inferno Dragon
Inferno Dragon
Bats Miner

Defense Synergies 0 8

Bats
Zap Freeze Inferno Dragon
Zap
Bats Guards Witch Miner Inferno Dragon
Guards
Zap Witch
Freeze
Bats
Witch
Zap Guards
Balloon
Miner
Zap
Inferno Dragon
Bats 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
Inferno Dragon Bats Zap Witch
Witch Bats Freeze Inferno Dragon
Witch Inferno Dragon Bats Guards
Freeze Bats Zap Guards
Bats Inferno Dragon Zap Freeze Witch
Zap
Witch Inferno Dragon
Guards Miner
Bats Guards Witch Zap Freeze
Inferno Dragon Bats Zap Witch
Bats Zap Guards Freeze Witch
Bats Zap Guards Freeze Witch
Inferno Dragon
Zap Freeze Inferno Dragon
Bats Witch
Bats Zap Guards Witch
Zap Freeze Witch Bats Guards Inferno Dragon
Inferno Dragon
Bats Guards Witch

Counters to secondary win conditions

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

Guards Zap Witch
Zap Miner Inferno Dragon
Guards Bats Zap Witch
Guards Bats Zap
Guards Witch Inferno Dragon
Bats Zap Freeze Witch
Guards Bats Witch
Inferno Dragon
Zap Freeze Bats Witch Inferno Dragon
Witch Guards Inferno Dragon
Inferno Dragon Bats Guards Witch
Zap Guards
Guards Witch
Witch
Guards Witch Bats Zap Freeze Inferno Dragon
Bats Zap Freeze Witch 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.)

Guards Freeze
Zap Miner
Miner
Guards Freeze
Zap
Bats Zap Freeze Witch
Witch
Zap Freeze
Miner Zap
Bats Guards
Miner Zap
Zap
Miner
Freeze
Zap
Zap Witch
Freeze
Bats
Zap
Zap Witch Miner
Zap
Zap Freeze Witch
Witch Inferno Dragon
Miner Zap Witch
Zap Witch Miner
Miner Zap
Bats Zap Witch
Zap Bats Guards Freeze Witch
Zap Miner
Zap Freeze
Zap Bats Guards Freeze Witch
Zap Witch
Freeze
Miner
Zap
Zap
Zap Bats Guards Freeze Witch
Bats Zap Witch
Zap Freeze Witch Miner

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