My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Godly!
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 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

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 Wizard Witch Mega Knight

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Fireball

Punishments

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

Hog Rider Goblin Barrel Mega Knight

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Hog Rider 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.

Hog Rider Goblin Barrel

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 Hog Rider Goblin Barrel Skeleton Army
Giant Snowball
Bats Hog Rider Goblin Barrel Skeleton Army Witch
Zap
Bats Goblin Barrel Skeleton Army Witch
Barbarian Barrel
Wizard Goblin Barrel Skeleton Army Witch
The Log
Hog Rider Goblin Barrel Skeleton Army Witch
Earthquake
Hog Rider Goblin Barrel Skeleton Army Witch
Arrows
Bats Goblin Barrel Skeleton Army Witch
Royal Delivery
Bats Hog Rider Wizard Goblin Barrel Skeleton Army Witch
Fireball
Hog Rider Wizard Goblin Barrel Skeleton Army Witch
Poison
Bats Wizard Skeleton Army Witch
Lightning
Wizard Witch
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Mega Knight

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 Mega Knight

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.

Fireball Goblin Barrel 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.

Fireball Wizard Goblin Barrel 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 Goblin Barrel Skeleton Army Fireball Hog Rider Wizard Witch Mega Knight

Shortest cycle

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

12 Bats Goblin Barrel Skeleton Army Fireball

Attack Synergies 3 10

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
Hog Rider Mega Knight Goblin Barrel
Fireball
Hog Rider Mega Knight
Hog Rider
Bats Fireball Wizard Goblin Barrel Witch Mega Knight
Wizard
Hog Rider Mega Knight
Goblin Barrel
Bats Hog Rider Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
Witch
Hog Rider Mega Knight
Mega Knight
Bats Fireball Hog Rider Wizard Goblin Barrel Witch

Defense Synergies 0 5

Bats
Mega Knight
Fireball
Mega Knight
Hog Rider
Wizard
Skeleton Army Mega Knight
Goblin Barrel
Skeleton Army
Wizard
Witch
Mega Knight
Mega Knight
Bats Fireball Wizard Witch

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.

Fireball Wizard
Skeleton Army Bats Witch Mega Knight
Skeleton Army Witch Mega Knight Bats
Skeleton Army Witch Bats Mega Knight
Fireball Skeleton Army Mega Knight
Fireball Skeleton Army Bats Mega Knight
Bats Fireball Wizard Witch
Fireball Mega Knight
Witch Skeleton Army
Skeleton Army Mega Knight
Bats Skeleton Army Witch Fireball Wizard Mega Knight
Bats Fireball Wizard Witch
Skeleton Army Mega Knight Bats Fireball Wizard Witch
Fireball Wizard Skeleton Army Mega Knight Bats Witch
Skeleton Army Mega Knight
Skeleton Army Fireball Mega Knight
Wizard Mega Knight Bats Fireball Skeleton Army Witch
Fireball Mega Knight Bats Wizard Skeleton Army Witch
Wizard Witch Bats Fireball Mega Knight
Wizard Skeleton Army Mega Knight Bats Fireball Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Fireball Witch
Fireball Wizard Mega Knight
Skeleton Army Mega Knight Bats Witch
Skeleton Army Mega Knight Bats Fireball
Skeleton Army Witch Mega Knight
Fireball Wizard Bats Witch
Skeleton Army Bats Fireball Witch
Mega Knight Skeleton Army
Mega Knight Bats Fireball Skeleton Army Witch
Witch Skeleton Army
Mega Knight Bats Witch
Skeleton Army Mega Knight Fireball
Skeleton Army Mega Knight Fireball Wizard Witch
Wizard Fireball Skeleton Army Witch Mega Knight
Skeleton Army Witch Bats Fireball
Bats Mega Knight Fireball Wizard 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.)

Fireball
Fireball
Fireball
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Bats Witch
Wizard Witch
Fireball Wizard
Fireball Wizard
Bats Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard Witch
Fireball Wizard Mega Knight
Fireball
Bats
Fireball Wizard Mega Knight
Fireball Wizard Witch Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Witch Mega Knight
Witch
Fireball Wizard Witch
Fireball Wizard Witch Mega Knight
Fireball
Bats Fireball Wizard Witch
Bats Fireball Wizard Witch
Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Fireball Skeleton Army Witch
Fireball Wizard Witch
Fireball
Fireball Wizard Mega Knight
Fireball Wizard
Fireball
Mega Knight
Bats Fireball Witch
Bats Fireball Witch
Fireball Witch Mega Knight

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