My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 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 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.

Zap

Punishments

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

Royal Giant Elite Barbarians Mega Knight

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.

Royal Giant Elite Barbarians 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.

Elite Barbarians

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 Elite Barbarians Guards
Giant Snowball
Bats Guards Witch
Zap
Bats Royal Giant Guards Witch
Barbarian Barrel
Elite Barbarians Wizard Guards Witch
The Log
Royal Giant Elite Barbarians Guards Witch
Earthquake
Guards Witch
Arrows
Bats Guards Witch
Royal Delivery
Bats Elite Barbarians Wizard Guards Witch
Fireball
Elite Barbarians Wizard Witch
Poison
Bats Wizard Guards Witch
Lightning
Elite Barbarians Wizard Witch
Rocket
Elite Barbarians Wizard Witch

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 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 Guards 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 Elite Barbarians

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Guards Wizard Witch Royal Giant Elite Barbarians Mega Knight

Shortest cycle

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

12 Bats Zap Guards Wizard

Attack Synergies 3 14

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
Royal Giant Mega Knight Zap Elite Barbarians
Zap
Elite Barbarians Bats Royal Giant Guards Witch Mega Knight
Royal Giant
Bats Zap Elite Barbarians Wizard Guards Witch
Elite Barbarians
Zap Bats Royal Giant Wizard Mega Knight
Wizard
Royal Giant Elite Barbarians Mega Knight
Guards
Zap Royal Giant
Witch
Zap Royal Giant Mega Knight
Mega Knight
Bats Zap Elite Barbarians Wizard Witch

Defense Synergies 1 11

Bats
Zap Mega Knight
Zap
Mega Knight Bats Elite Barbarians Guards Witch
Royal Giant
Elite Barbarians
Zap Wizard Mega Knight
Wizard
Elite Barbarians Guards Mega Knight
Guards
Zap Wizard Witch
Witch
Zap Guards Mega Knight
Mega Knight
Zap Bats Elite Barbarians 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.

Zap Wizard
Elite Barbarians Bats Zap Witch Mega Knight
Witch Mega Knight Bats Elite Barbarians
Elite Barbarians Witch Bats Guards Mega Knight
Elite Barbarians Mega Knight
Bats Zap Guards Mega Knight
Bats Zap Wizard Witch
Zap Mega Knight
Witch Elite Barbarians
Elite Barbarians Guards Mega Knight
Bats Guards Witch Zap Wizard Mega Knight
Bats Zap Wizard Witch
Mega Knight Bats Zap Elite Barbarians Wizard Guards Witch
Wizard Mega Knight Bats Zap Guards Witch
Elite Barbarians Mega Knight
Zap Elite Barbarians Mega Knight
Wizard Mega Knight Bats Elite Barbarians Witch
Mega Knight Bats Zap Elite Barbarians Wizard Guards Witch
Zap Wizard Witch Bats Guards Mega Knight
Elite Barbarians
Wizard Mega Knight Bats Elite Barbarians Guards Witch

Counters to secondary win conditions

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

Guards Mega Knight Zap Elite Barbarians Witch
Zap Elite Barbarians Wizard Mega Knight
Guards Mega Knight Bats Zap Elite Barbarians Witch
Guards Mega Knight Bats Zap Elite Barbarians
Elite Barbarians Guards Witch Mega Knight
Wizard Bats Zap Witch
Guards Bats Elite Barbarians Witch
Mega Knight Elite Barbarians
Zap Mega Knight Bats Elite Barbarians Witch
Witch Guards
Mega Knight Bats Elite Barbarians Guards Witch
Mega Knight Zap Elite Barbarians Guards
Elite Barbarians Mega Knight Wizard Guards Witch
Wizard Witch Mega Knight
Elite Barbarians Guards Witch Bats Zap
Bats Mega Knight Zap Elite Barbarians 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.)

Guards
Zap
Guards
Wizard Zap Mega Knight
Wizard Bats Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Bats Elite Barbarians Guards
Zap Wizard
Zap Wizard
Elite Barbarians
Zap Elite Barbarians
Zap Wizard Witch
Wizard Mega Knight
Bats
Zap Wizard Mega Knight
Zap Wizard Witch Mega Knight
Mega Knight
Wizard
Zap
Zap Wizard Witch Mega Knight
Witch
Zap Wizard Witch
Zap Wizard Witch Mega Knight
Zap
Elite Barbarians Bats Zap Wizard Witch
Zap Bats Wizard Guards Witch
Elite Barbarians
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Bats Guards Witch
Zap Wizard Witch
Wizard Mega Knight
Zap Wizard
Zap
Elite Barbarians Mega Knight
Zap Bats Elite Barbarians Guards Witch
Bats Zap Witch
Zap Witch Mega Knight

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