My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Rascals

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Electro Wizard Inferno Dragon Night 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 Giant Electro Wizard Inferno Dragon Night Witch Mega Knight

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 Arrows

Punishments

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

Giant 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.

Giant 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.

Electro Wizard

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 Giant Inferno Dragon Night Witch
Giant Snowball
Bats Inferno Dragon Night Witch
Zap
Bats Inferno Dragon Night Witch
Barbarian Barrel
Electro Wizard Night Witch
The Log
Earthquake
Arrows
Bats Night Witch
Royal Delivery
Bats Electro Wizard Inferno Dragon Night Witch
Fireball
Electro Wizard Inferno Dragon Night Witch
Poison
Bats Electro Wizard Night Witch
Lightning
Electro Wizard Inferno Dragon Night Witch
Rocket
Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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 Arrows Inferno Dragon Night Witch Mega Knight

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.

Electro Wizard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Electro Wizard Inferno Dragon Night Witch Giant Mega Knight

Shortest cycle

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

11 Bats Zap Arrows Electro Wizard

Attack Synergies 8 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
Giant Mega Knight Zap Inferno Dragon
Zap
Arrows Giant Electro Wizard Bats Night Witch Mega Knight
Arrows
Zap Giant Night Witch Mega Knight
Giant
Bats Zap Arrows Night Witch Electro Wizard
Electro Wizard
Zap Giant Mega Knight
Inferno Dragon
Mega Knight Bats
Night Witch
Giant Zap Arrows Mega Knight
Mega Knight
Bats Inferno Dragon Zap Arrows Electro Wizard Night Witch

Defense Synergies 3 12

Bats
Zap Electro Wizard Inferno Dragon Mega Knight
Zap
Electro Wizard Mega Knight Bats Arrows Inferno Dragon Night Witch
Arrows
Mega Knight Zap
Giant
Electro Wizard
Zap Bats Inferno Dragon Night Witch Mega Knight
Inferno Dragon
Bats Zap Electro Wizard Mega Knight
Night Witch
Zap Electro Wizard Mega Knight
Mega Knight
Zap Arrows Bats Electro Wizard Inferno Dragon Night 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 Electro Wizard
Inferno Dragon Bats Zap Electro Wizard Night Witch Mega Knight
Mega Knight Bats Electro Wizard Inferno Dragon Night Witch
Inferno Dragon Night Witch Bats Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Bats Zap Electro Wizard Night Witch Mega Knight
Bats Electro Wizard Inferno Dragon Zap Arrows Night Witch
Zap Arrows Electro Wizard Mega Knight
Inferno Dragon Night Witch
Electro Wizard Night Witch Mega Knight
Bats Electro Wizard Zap Arrows Night Witch Mega Knight
Arrows Inferno Dragon Bats Zap Electro Wizard Night Witch
Night Witch Mega Knight Bats Zap Electro Wizard
Mega Knight Bats Zap Arrows Electro Wizard Night Witch
Inferno Dragon Electro Wizard Mega Knight
Zap Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Arrows Electro Wizard Night Witch
Arrows Mega Knight Bats Zap Electro Wizard Night Witch
Zap Arrows Bats Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Mega Knight Bats Arrows Electro Wizard Night Witch

Counters to secondary win conditions

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

Mega Knight Zap Electro Wizard
Electro Wizard Zap Arrows Inferno Dragon Mega Knight
Mega Knight Bats Zap Electro Wizard
Mega Knight Bats Zap Electro Wizard Night Witch
Inferno Dragon Night Witch Mega Knight
Arrows Bats Zap Electro Wizard
Bats Electro Wizard Night Witch
Mega Knight Inferno Dragon
Zap Electro Wizard Mega Knight Bats Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Zap Arrows Electro Wizard
Mega Knight Night Witch
Mega Knight
Electro Wizard Bats Zap Inferno Dragon Night Witch
Bats Arrows Mega Knight Zap Electro Wizard Inferno Dragon

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.)

Arrows
Arrows Zap Electro Wizard
Arrows
Arrows
Zap Arrows Mega Knight
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Electro Wizard Night Witch
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Bats Night Witch
Zap Arrows Electro Wizard Mega Knight
Zap Arrows Mega Knight
Night Witch Mega Knight
Arrows
Zap Arrows
Zap Arrows Mega Knight
Inferno Dragon
Arrows Zap Electro Wizard
Zap Arrows Mega Knight
Zap Arrows
Bats Zap Arrows Electro Wizard Night Witch
Zap Electro Wizard Bats
Night Witch
Zap Arrows Night Witch Mega Knight
Zap Arrows Electro Wizard
Mega Knight
Arrows
Zap Electro Wizard Bats Night Witch
Zap Arrows Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows Zap
Zap Arrows
Mega Knight
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: