My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Good

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 Dart Goblin 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 Knight Royal Giant Wizard Witch Mega Knight

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Royal Giant Dart Goblin Mega Knight

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 Royal Giant
Giant Snowball
Bats Dart Goblin Witch
Zap
Bats Royal Giant Dart Goblin Witch
Barbarian Barrel
Knight Dart Goblin Wizard Witch
The Log
Royal Giant Dart Goblin Witch
Earthquake
Witch
Arrows
Bats Dart Goblin Witch
Royal Delivery
Bats Knight Dart Goblin Wizard Witch
Fireball
Dart Goblin Wizard Witch
Poison
Bats Dart Goblin Wizard Witch
Lightning
Knight Wizard Witch
Rocket
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

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 Knight 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.

Royal Giant Fireball

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.

Dart Goblin Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Dart Goblin Fireball Wizard Witch Royal Giant Mega Knight

Shortest cycle

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

12 Bats Knight Dart Goblin Fireball

Attack Synergies 6 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
Knight Royal Giant Mega Knight
Knight
Bats Dart Goblin Fireball Wizard Witch
Royal Giant
Bats Dart Goblin Fireball Wizard Witch
Dart Goblin
Knight Royal Giant Mega Knight
Fireball
Royal Giant Knight Mega Knight
Wizard
Knight Royal Giant Mega Knight
Witch
Knight Royal Giant Mega Knight
Mega Knight
Bats Dart Goblin Fireball Wizard Witch

Defense Synergies 2 9

Bats
Knight Dart Goblin Mega Knight
Knight
Bats Dart Goblin Fireball Wizard Witch
Royal Giant
Dart Goblin
Knight Bats Mega Knight
Fireball
Knight Mega Knight
Wizard
Knight Mega Knight
Witch
Knight Mega Knight
Mega Knight
Bats Dart Goblin 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.

Knight Dart Goblin Fireball Wizard
Bats Knight Dart Goblin Witch Mega Knight
Witch Mega Knight Bats Knight Dart Goblin
Witch Bats Knight Dart Goblin Mega Knight
Fireball Mega Knight
Fireball Bats Dart Goblin Mega Knight
Bats Dart Goblin Fireball Wizard Witch
Dart Goblin Fireball Mega Knight
Witch
Knight Dart Goblin Mega Knight
Bats Dart Goblin Witch Knight Fireball Wizard Mega Knight
Bats Dart Goblin Fireball Wizard Witch
Mega Knight Bats Knight Fireball Wizard Witch
Fireball Wizard Mega Knight Bats Dart Goblin Witch
Knight Mega Knight
Fireball Mega Knight
Wizard Mega Knight Bats Knight Fireball Witch
Fireball Mega Knight Bats Knight Dart Goblin Wizard Witch
Wizard Witch Bats Knight Dart Goblin Fireball Mega Knight
Dart Goblin
Wizard Mega Knight Bats Knight Dart Goblin Fireball Witch

Counters to secondary win conditions

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

Knight Mega Knight Fireball Witch
Fireball Knight Wizard Mega Knight
Mega Knight Bats Knight Witch
Mega Knight Bats Knight Fireball
Knight Witch Mega Knight
Fireball Wizard Bats Dart Goblin Witch
Bats Knight Dart Goblin Fireball Witch
Mega Knight Knight
Mega Knight Bats Knight Fireball Witch
Witch Dart Goblin
Mega Knight Bats Knight Dart Goblin Witch
Mega Knight Fireball
Mega Knight Knight Fireball Wizard Witch
Wizard Dart Goblin Fireball Witch Mega Knight
Witch Bats Knight Dart Goblin Fireball
Bats Mega Knight Dart Goblin 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 Knight Dart Goblin
Fireball Dart Goblin
Dart Goblin Fireball
Knight Dart Goblin Fireball
Fireball Wizard Mega Knight
Fireball Wizard Bats Dart Goblin Witch
Dart Goblin Wizard Witch
Fireball Dart Goblin Wizard
Fireball Dart Goblin Wizard
Bats Fireball
Knight Dart Goblin Fireball Wizard
Fireball Dart Goblin Wizard
Knight Dart Goblin Fireball
Dart Goblin Fireball
Dart Goblin Fireball
Dart Goblin Fireball Wizard Witch
Dart Goblin Fireball Wizard Mega Knight
Fireball
Bats
Dart Goblin Fireball Wizard Mega Knight
Dart Goblin Fireball Wizard Witch Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Witch Mega Knight
Witch
Fireball Dart Goblin Wizard Witch
Fireball Wizard Witch Mega Knight
Fireball Dart Goblin
Bats Dart Goblin Fireball Wizard Witch
Bats Dart Goblin Fireball Wizard Witch
Fireball
Dart Goblin Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Dart Goblin Fireball Witch
Fireball Dart Goblin Wizard Witch
Fireball
Fireball Knight Dart Goblin Wizard Mega Knight
Dart Goblin Fireball Wizard
Fireball
Dart Goblin Mega Knight
Bats Dart Goblin Fireball Witch
Bats Dart Goblin Fireball Witch
Dart Goblin Fireball Witch Mega Knight

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