My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Giant Bowler Fisherman Magic Archer Night Witch

Offensive cards

Win conditions

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

Mortar Giant

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.

Mortar Giant

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.

Mortar Giant 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

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
Bomber Giant Fisherman Night Witch
Giant Snowball
Bomber Fisherman Night Witch
Zap
Bomber Mortar Fisherman Night Witch
Barbarian Barrel
Bomber Mortar Magic Archer Night Witch
The Log
Bomber Fisherman
Earthquake
Bomber Mortar
Arrows
Bomber Night Witch
Royal Delivery
Bomber Bowler Fisherman Magic Archer Night Witch
Fireball
Bomber Mortar Bowler Fisherman Magic Archer Night Witch
Poison
Bomber Mortar Fisherman Magic Archer Night Witch
Lightning
Mortar Bowler Fisherman Magic Archer Night Witch
Rocket
Mortar Bowler Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Mortar Bowler Magic Archer

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.

Arrows Bowler Night 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.

Bomber Arrows Fisherman Mortar Magic Archer Night Witch Giant Bowler

Shortest cycle

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

12 Bomber Arrows Fisherman Mortar

Attack Synergies 3 10

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.

Bomber
Giant Mortar
Arrows
Giant Mortar Bowler Night Witch
Mortar
Bomber Arrows
Giant
Bomber Arrows Night Witch Bowler Fisherman Magic Archer
Bowler
Arrows Giant Fisherman Magic Archer Night Witch
Fisherman
Giant Bowler
Magic Archer
Giant Bowler
Night Witch
Giant Arrows Bowler

Defense Synergies 0 6

Bomber
Mortar Fisherman
Arrows
Mortar Bowler
Mortar
Bomber Arrows
Giant
Bowler
Arrows
Fisherman
Bomber Magic Archer
Magic Archer
Fisherman Night Witch
Night Witch
Magic Archer

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.

Bowler Bomber Mortar Magic Archer
Mortar Fisherman Night Witch
Mortar Bowler Fisherman Bomber Night Witch
Night Witch Mortar Bowler Fisherman
Bomber Arrows Bowler
Arrows Bowler Bomber Magic Archer Night Witch
Arrows Mortar Magic Archer Night Witch
Bowler Arrows Magic Archer
Mortar Fisherman Night Witch
Bomber Bowler Fisherman Night Witch
Bomber Arrows Bowler Fisherman Magic Archer Night Witch
Arrows Magic Archer Night Witch
Mortar Bowler Night Witch Bomber
Bomber Bowler Arrows Mortar Magic Archer Night Witch
Mortar
Mortar Bowler Fisherman
Bomber Arrows Mortar Bowler Fisherman Night Witch
Arrows Mortar Bomber Bowler Fisherman Magic Archer Night Witch
Arrows Mortar Bomber Bowler Fisherman Magic Archer
Mortar Fisherman
Bomber Bowler Arrows Fisherman Night Witch
Mortar

Counters to secondary win conditions

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

Bowler Fisherman
Bomber Arrows Mortar Bowler Fisherman Magic Archer
Bowler Fisherman
Bowler Fisherman Night Witch
Bowler Fisherman Night Witch
Arrows Magic Archer
Bowler Night Witch
Fisherman
Mortar Magic Archer
Bowler
Arrows Bowler
Bowler Night Witch
Bomber Bowler Magic Archer
Bomber Mortar Bowler Fisherman Magic Archer Night Witch
Arrows Bowler Bomber Magic Archer
Bomber Arrows Mortar

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 Arrows Mortar
Arrows Mortar Bowler Fisherman Magic Archer
Arrows Magic Archer
Arrows
Bomber Arrows Mortar Bowler Magic Archer
Arrows Magic Archer
Bomber Arrows Mortar Bowler Magic Archer
Arrows Bowler Magic Archer
Arrows Mortar Fisherman
Bowler Fisherman Night Witch
Arrows Mortar Bowler Fisherman Magic Archer
Arrows Magic Archer
Mortar Bowler Fisherman Magic Archer
Arrows Mortar Fisherman Magic Archer
Arrows Mortar Fisherman Magic Archer
Bomber Arrows Mortar Bowler Magic Archer
Magic Archer Arrows Mortar Bowler
Arrows Mortar
Bomber Fisherman Night Witch
Bomber Arrows Mortar Bowler Fisherman Magic Archer
Bomber Arrows Mortar Bowler Magic Archer
Bowler Magic Archer Night Witch
Arrows
Bowler Fisherman
Arrows Mortar
Arrows Bomber Mortar Bowler Magic Archer
Fisherman
Arrows Mortar Bowler Fisherman Magic Archer
Arrows Mortar Bowler Fisherman Magic Archer
Arrows Mortar Fisherman Magic Archer
Arrows Magic Archer Night Witch
Bowler Night Witch
Bomber Arrows Mortar Magic Archer Night Witch
Arrows Magic Archer
Arrows Bowler Magic Archer
Magic Archer Night Witch
Arrows Magic Archer
Arrows
Bowler Magic Archer
Arrows Bomber Mortar Bowler Magic Archer
Arrows
Bowler Magic Archer
Magic Archer
Mortar Bowler Magic Archer
Mortar Bowler

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