My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Magic Archer

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 Royal Recruits Wizard Witch Magic Archer

Offensive cards

Win conditions

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

Graveyard

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.

Royal Recruits Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Royal Recruits Magic Archer

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.

Magic Archer Graveyard

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 Recruits Skeleton Army Graveyard
Giant Snowball
Bats Royal Recruits Skeleton Army Witch Graveyard
Zap
Bats Skeleton Army Witch Graveyard
Barbarian Barrel
Royal Recruits Wizard Skeleton Army Witch Magic Archer Graveyard
The Log
Royal Recruits Skeleton Army Witch Graveyard
Earthquake
Skeleton Army Witch Graveyard
Arrows
Bats Royal Recruits Skeleton Army Witch Graveyard
Royal Delivery
Bats Royal Recruits Wizard Skeleton Army Witch Magic Archer Graveyard
Fireball
Wizard Skeleton Army Witch Magic Archer
Poison
Bats Royal Recruits Wizard Skeleton Army Witch Magic Archer Graveyard
Lightning
Wizard Witch Magic Archer
Rocket
Wizard Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Magic Archer

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 Royal Recruits Skeleton Army

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.

Skeleton Army Graveyard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Skeleton Army Magic Archer Wizard Witch Graveyard Royal Recruits

Shortest cycle

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

11 Bats Zap Skeleton Army Magic Archer

Attack Synergies 1 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
Zap Royal Recruits Graveyard
Zap
Graveyard Bats Royal Recruits Witch Magic Archer
Royal Recruits
Bats Zap Magic Archer Graveyard
Wizard
Skeleton Army
Witch
Zap Graveyard
Magic Archer
Zap Royal Recruits
Graveyard
Zap Bats Royal Recruits Witch

Defense Synergies 0 8

Bats
Zap Royal Recruits
Zap
Bats Skeleton Army Witch Magic Archer
Royal Recruits
Bats Skeleton Army
Wizard
Skeleton Army
Skeleton Army
Zap Royal Recruits Wizard Magic Archer
Witch
Zap
Magic Archer
Zap Skeleton Army
Graveyard

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 Royal Recruits Wizard Magic Archer
Skeleton Army Bats Zap Royal Recruits Witch
Skeleton Army Witch Bats Royal Recruits
Royal Recruits Skeleton Army Witch Bats
Royal Recruits Skeleton Army
Skeleton Army Bats Zap Magic Archer
Bats Zap Wizard Witch Magic Archer
Zap Royal Recruits Magic Archer
Witch Royal Recruits Skeleton Army
Skeleton Army Royal Recruits
Bats Skeleton Army Witch Zap Royal Recruits Wizard Magic Archer
Bats Zap Wizard Witch Magic Archer
Royal Recruits Skeleton Army Bats Zap Wizard Witch
Wizard Skeleton Army Bats Zap Royal Recruits Witch Magic Archer
Royal Recruits Skeleton Army
Skeleton Army Zap Royal Recruits
Wizard Bats Royal Recruits Skeleton Army Witch
Bats Zap Royal Recruits Wizard Skeleton Army Witch Magic Archer
Zap Wizard Witch Bats Royal Recruits Magic Archer
Royal Recruits
Royal Recruits Wizard Skeleton Army Bats Witch

Counters to secondary win conditions

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

Royal Recruits Skeleton Army Zap Witch
Zap Wizard Magic Archer
Royal Recruits Skeleton Army Bats Zap Witch
Royal Recruits Skeleton Army Bats Zap
Royal Recruits Skeleton Army Witch
Wizard Bats Zap Witch Magic Archer
Royal Recruits Skeleton Army Bats Witch
Royal Recruits Skeleton Army
Zap Royal Recruits Bats Skeleton Army Witch Magic Archer
Royal Recruits Witch Skeleton Army
Bats Royal Recruits Witch
Royal Recruits Skeleton Army Zap
Royal Recruits Skeleton Army Wizard Witch
Royal Recruits Wizard Skeleton Army Witch Magic Archer
Royal Recruits Skeleton Army Witch Bats Zap Magic Archer
Bats Zap Royal Recruits Wizard Witch Magic Archer

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.)

Magic Archer Royal Recruits
Zap Magic Archer
Magic Archer
Royal Recruits
Wizard Zap Magic Archer
Wizard Bats Zap Witch Magic Archer
Wizard Witch Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Bats
Zap Royal Recruits Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Wizard Witch Magic Archer
Magic Archer Royal Recruits Wizard
Bats
Zap Wizard Magic Archer
Zap Wizard Witch Magic Archer
Magic Archer
Wizard
Zap Royal Recruits
Zap Wizard Witch Magic Archer
Witch
Zap Wizard Witch Magic Archer
Zap Wizard Witch Magic Archer
Zap Magic Archer
Bats Zap Wizard Witch Magic Archer
Zap Bats Wizard Witch
Zap Wizard Magic Archer
Zap Magic Archer
Wizard Magic Archer
Zap Bats Royal Recruits Skeleton Army Witch Magic Archer
Zap Wizard Witch Magic Archer
Wizard Magic Archer
Zap Wizard Magic Archer
Zap
Royal Recruits
Zap Bats Royal Recruits Witch Magic Archer
Bats Zap Witch Magic Archer
Zap Royal Recruits Witch Magic Archer

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