My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Firecracker Baby Dragon 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 Firecracker Baby Dragon Witch Boss Bandit

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows

Punishments

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

Hog Rider

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.

Hog Rider Baby Dragon Boss 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.

Firecracker Hog Rider Boss 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 Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army Baby Dragon Witch
Zap
Bats Firecracker Skeleton Army Witch
Barbarian Barrel
Firecracker Skeleton Army Witch
The Log
Firecracker Hog Rider Skeleton Army Witch
Earthquake
Firecracker Hog Rider Skeleton Army Witch
Arrows
Bats Firecracker Skeleton Army Witch
Royal Delivery
Bats Firecracker Hog Rider Skeleton Army Baby Dragon Witch Boss Bandit
Fireball
Firecracker Hog Rider Skeleton Army Baby Dragon Witch Boss Bandit
Poison
Bats Firecracker Skeleton Army Witch Boss Bandit
Lightning
Baby Dragon Witch Boss Bandit
Rocket
Hog Rider Witch Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Baby Dragon

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 Arrows Skeleton Army Baby Dragon Boss Bandit

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

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.

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 Arrows Firecracker Skeleton Army Hog Rider Baby Dragon Witch Boss Bandit

Shortest cycle

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

11 Bats Arrows Firecracker Skeleton Army

Attack Synergies 3 6

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
Hog Rider Firecracker Baby Dragon
Arrows
Hog Rider
Firecracker
Hog Rider Bats Baby Dragon
Hog Rider
Bats Arrows Firecracker Baby Dragon Witch
Skeleton Army
Baby Dragon
Bats Firecracker Hog Rider Witch
Witch
Hog Rider Baby Dragon
Boss Bandit

Defense Synergies 0 5

Bats
Firecracker Baby Dragon
Arrows
Firecracker
Bats Skeleton Army Baby Dragon
Hog Rider
Skeleton Army
Firecracker
Baby Dragon
Bats Firecracker Witch
Witch
Baby Dragon
Boss Bandit

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.

Firecracker Baby Dragon
Skeleton Army Bats Firecracker Witch
Skeleton Army Witch Bats
Skeleton Army Witch Bats Firecracker
Arrows Firecracker Skeleton Army
Arrows Skeleton Army Bats Firecracker Baby Dragon
Bats Arrows Firecracker Baby Dragon Witch
Arrows Baby Dragon
Witch Skeleton Army
Skeleton Army Firecracker
Bats Skeleton Army Witch Arrows Firecracker Baby Dragon
Arrows Bats Firecracker Baby Dragon Witch
Skeleton Army Bats Witch
Skeleton Army Bats Arrows Firecracker Baby Dragon Witch
Skeleton Army
Skeleton Army
Bats Arrows Firecracker Skeleton Army Witch
Arrows Bats Firecracker Skeleton Army Baby Dragon Witch
Arrows Baby Dragon Witch Bats Firecracker
Skeleton Army Bats Arrows Firecracker Baby Dragon Witch

Counters to secondary win conditions

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

Skeleton Army Witch
Arrows Firecracker Baby Dragon
Skeleton Army Bats Witch
Skeleton Army Bats
Skeleton Army Witch
Arrows Firecracker Bats Baby Dragon Witch
Skeleton Army Bats Witch
Skeleton Army
Bats Firecracker Skeleton Army Baby Dragon Witch
Witch Skeleton Army
Bats Witch
Skeleton Army Arrows
Skeleton Army Witch
Firecracker Skeleton Army Baby Dragon Witch
Skeleton Army Witch Bats Firecracker Baby Dragon
Bats Arrows Firecracker Baby Dragon Witch
Arrows
Skeleton Army

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 Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Baby Dragon
Arrows Firecracker
Arrows Firecracker Baby Dragon
Arrows Firecracker Bats Baby Dragon Witch
Arrows Firecracker Baby Dragon Witch
Arrows Firecracker Baby Dragon
Arrows Firecracker
Bats
Firecracker Arrows
Arrows Firecracker Baby Dragon
Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon Witch
Arrows Firecracker Baby Dragon
Arrows
Bats
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon Witch
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Firecracker Baby Dragon Witch
Witch
Arrows Firecracker Baby Dragon Witch
Arrows Baby Dragon Witch
Arrows Firecracker Baby Dragon
Bats Arrows Firecracker Baby Dragon Witch
Bats Firecracker Witch
Arrows
Arrows Firecracker
Arrows Firecracker
Bats Skeleton Army Witch
Arrows Firecracker Baby Dragon Witch
Arrows
Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows
Firecracker
Bats Firecracker Baby Dragon Witch
Firecracker Bats Witch
Firecracker Baby Dragon Witch
Firecracker

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