My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

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 Giant Skeleton Bandit Sparky

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap

Punishments

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

Bandit

Pump responses

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

Missing

Dropped at the bridge

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

Giant Skeleton Bandit

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.

Giant Skeleton Bandit

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 Giant Skeleton Bandit Sparky
Giant Snowball
Bats Guards Witch
Zap
Bats Guards Witch Bandit Sparky
Barbarian Barrel
Wizard Guards Witch Giant Skeleton Bandit Sparky
The Log
Guards Witch Giant Skeleton Bandit Sparky
Earthquake
Guards Witch
Arrows
Bats Guards Witch
Royal Delivery
Bats Wizard Guards Witch Giant Skeleton Bandit Sparky
Fireball
Wizard Witch Bandit Sparky
Poison
Bats Wizard Guards Witch Sparky
Lightning
Wizard Witch Bandit Sparky
Rocket
Wizard Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Sparky

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 Giant Skeleton Sparky

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Guards Bandit Wizard Witch Giant Skeleton Sparky

Shortest cycle

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

10 Bats Zap Guards Bandit

Attack Synergies 2 15

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
Giant Skeleton Zap Bandit Sparky
Zap
Sparky Bats Guards Witch Giant Skeleton Bandit
Wizard
Giant Skeleton Bandit Sparky
Guards
Zap Bandit
Witch
Zap Giant Skeleton Bandit
Giant Skeleton
Bats Zap Wizard Witch Bandit Sparky
Bandit
Bats Zap Wizard Guards Witch Giant Skeleton
Sparky
Zap Bats Wizard Giant Skeleton

Defense Synergies 0 17

Bats
Zap Giant Skeleton Bandit Sparky
Zap
Bats Guards Witch Giant Skeleton Bandit Sparky
Wizard
Guards Giant Skeleton Bandit
Guards
Zap Wizard Witch Giant Skeleton Sparky
Witch
Zap Guards Giant Skeleton Bandit
Giant Skeleton
Bats Zap Wizard Guards Witch
Bandit
Bats Zap Wizard Witch
Sparky
Bats Zap Guards

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 Wizard Sparky
Sparky Bats Zap Witch Bandit
Witch Sparky Bats Giant Skeleton Bandit
Witch Sparky Bats Guards Bandit
Giant Skeleton Sparky
Bats Zap Guards Bandit
Bats Zap Wizard Witch
Zap Giant Skeleton Bandit Sparky
Witch Sparky
Guards Giant Skeleton Bandit Sparky
Bats Guards Witch Zap Wizard Giant Skeleton Bandit
Bats Zap Wizard Witch
Sparky Bats Zap Wizard Guards Witch Giant Skeleton Bandit
Wizard Sparky Bats Zap Guards Witch
Sparky Bandit
Zap Bandit Sparky
Wizard Sparky Bats Witch
Bats Zap Wizard Guards Witch Bandit
Zap Wizard Witch Bats Guards Giant Skeleton Bandit
Sparky
Wizard Bats Guards Witch Giant Skeleton Bandit Sparky

Counters to secondary win conditions

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

Guards Zap Witch Giant Skeleton Bandit Sparky
Bandit Zap Wizard
Guards Giant Skeleton Bandit Bats Zap Witch Sparky
Guards Giant Skeleton Bats Zap Bandit Sparky
Giant Skeleton Guards Witch Bandit Sparky
Wizard Bats Zap Witch
Guards Sparky Bats Witch Giant Skeleton Bandit
Giant Skeleton Sparky
Zap Giant Skeleton Bats Witch Bandit Sparky
Witch Guards Sparky
Bats Guards Witch Giant Skeleton Sparky
Zap Guards Giant Skeleton
Giant Skeleton Wizard Guards Witch Bandit Sparky
Wizard Witch Sparky
Guards Witch Sparky Bats Zap Giant Skeleton
Bats Zap Wizard Witch Giant Skeleton 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.)

Guards Giant Skeleton Bandit Sparky
Zap Bandit
Giant Skeleton Bandit Sparky
Guards Giant Skeleton Sparky
Wizard Zap Sparky
Wizard Bats Zap Witch
Wizard Witch Sparky
Zap Wizard
Zap Wizard Bandit
Bats Guards Sparky
Zap Wizard Bandit Sparky
Zap Wizard
Bandit Sparky
Bandit
Zap Sparky
Zap Wizard Witch Bandit Sparky
Wizard Bandit Sparky
Sparky
Bats Sparky
Zap Wizard Bandit Sparky
Zap Wizard Witch
Giant Skeleton Sparky
Wizard
Sparky
Zap
Zap Wizard Witch Sparky
Witch
Zap Wizard Witch Bandit Sparky
Zap Wizard Witch Bandit Sparky
Zap Bandit Sparky
Bats Zap Wizard Witch Sparky
Zap Bats Wizard Guards Witch
Sparky
Zap Wizard Bandit Sparky
Zap Sparky
Giant Skeleton Sparky
Wizard Sparky
Zap Bats Guards Witch Bandit
Zap Wizard Witch
Wizard Sparky
Zap Wizard
Zap Giant Skeleton Sparky
Sparky
Zap Bats Guards Witch Giant Skeleton Sparky
Bats Zap Witch
Zap Witch Giant Skeleton Bandit Sparky

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: