My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

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

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.

Bomber Bats Giant Witch Royal Ghost

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Fireball Rage

Punishments

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

Giant Royal Ghost

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.

Giant Royal Ghost

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.

Royal Ghost

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
Bomber Bats Giant
Giant Snowball
Bomber Bats Witch
Zap
Bomber Bats Witch
Barbarian Barrel
Bomber Witch Royal Ghost
The Log
Bomber Witch
Earthquake
Bomber Witch
Arrows
Bomber Bats Witch
Royal Delivery
Bomber Bats Witch Royal Ghost
Fireball
Bomber Witch
Poison
Bomber Bats Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Fireball Royal Ghost

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 Rage Royal Ghost

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

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 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.

Bomber Bats Zap Rage Royal Ghost Fireball Giant Witch

Shortest cycle

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

8 Bomber Bats Zap Rage

Attack Synergies 6 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.

Bomber
Giant Bats Zap
Bats
Giant Bomber Zap Rage
Zap
Fireball Giant Bomber Bats Witch Royal Ghost
Fireball
Zap Giant
Giant
Bomber Bats Zap Rage Fireball Witch Royal Ghost
Rage
Giant Witch Bats
Witch
Rage Zap Giant Royal Ghost
Royal Ghost
Zap Giant Witch

Defense Synergies 1 7

Bomber
Bats Zap Royal Ghost
Bats
Bomber Zap
Zap
Fireball Bomber Bats Witch Royal Ghost
Fireball
Zap
Giant
Rage
Witch
Zap Royal Ghost
Royal Ghost
Bomber Zap 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.

Bomber Zap Fireball
Bomber Bats Zap Witch
Witch Bomber Bats
Witch Bomber Bats
Bomber Fireball
Fireball Bomber Bats Zap Royal Ghost
Bats Zap Fireball Witch
Zap Fireball
Witch
Bomber Royal Ghost
Bats Witch Bomber Zap Fireball Royal Ghost
Bats Zap Fireball Witch
Bomber Bats Zap Fireball Witch
Bomber Fireball Bats Zap Witch Royal Ghost
Zap Fireball
Bomber Bats Fireball Witch
Fireball Bomber Bats Zap Witch Royal Ghost
Zap Witch Bomber Bats Fireball Royal Ghost
Bomber Royal Ghost Bats Fireball Witch

Counters to secondary win conditions

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

Zap Fireball Witch Royal Ghost
Fireball Bomber Zap Royal Ghost
Bats Zap Witch
Bats Zap Fireball
Witch
Fireball Bats Zap Witch
Bats Fireball Witch
Zap Bats Fireball Witch
Witch
Bats Witch
Zap Fireball
Fireball Witch
Bomber Fireball Witch
Witch Bomber Bats Zap Fireball
Bats Bomber Zap Fireball Witch Royal Ghost

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 Royal Ghost
Fireball Zap Royal Ghost
Fireball
Fireball
Bomber Fireball Zap
Fireball Bats Zap Witch
Bomber Witch
Fireball Zap
Fireball Zap
Bats Fireball
Zap Fireball
Fireball Zap
Fireball
Fireball
Zap Fireball
Bomber Zap Fireball Witch
Fireball
Fireball
Bomber Bats
Bomber Zap Fireball
Bomber Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Bomber Fireball Witch
Witch
Fireball Zap Witch Royal Ghost
Fireball Zap Witch
Fireball Zap
Bats Zap Fireball Witch
Zap Bats Fireball Witch
Fireball
Bomber Zap Fireball
Zap Fireball
Fireball
Zap Bats Fireball Witch
Fireball Zap Witch
Fireball
Fireball
Bomber Zap Fireball
Zap Fireball
Zap Bats Fireball Witch
Bats Zap Fireball Witch
Zap Fireball Witch Royal Ghost

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