My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 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 Archers Minion Horde Electro Wizard 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 Archers Golem Electro Wizard Lumberjack Night Witch

Offensive cards

Win conditions

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

Golem

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.

Lumberjack

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.

Minion Horde Golem Lumberjack

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.

Golem Electro Wizard Lumberjack

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 Archers Minion Horde Night Witch
Giant Snowball
Bats Archers Minion Horde Lumberjack Night Witch
Zap
Bats Archers Minion Horde Night Witch
Barbarian Barrel
Archers Electro Wizard Lumberjack Night Witch
The Log
Archers Lumberjack
Earthquake
Archers
Arrows
Bats Archers Minion Horde Night Witch
Royal Delivery
Bats Archers Minion Horde Electro Wizard Lumberjack Night Witch
Fireball
Archers Minion Horde Electro Wizard Lumberjack Night Witch
Poison
Bats Archers Minion Horde Electro Wizard Night Witch
Lightning
Electro Wizard Lumberjack Night Witch
Rocket
Minion Horde Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Golem Night Witch

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.

Minion Horde 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Electro Wizard Lumberjack Night Witch Minion Horde Golem

Shortest cycle

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

11 Bats Zap Archers Electro Wizard

Attack Synergies 2 16

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 Golem Lumberjack
Zap
Electro Wizard Bats Archers Minion Horde Golem Lumberjack Night Witch
Archers
Zap Golem Lumberjack
Minion Horde
Zap Golem Lumberjack
Golem
Night Witch Bats Zap Archers Minion Horde Electro Wizard Lumberjack
Electro Wizard
Zap Golem Lumberjack
Lumberjack
Bats Zap Archers Minion Horde Golem Electro Wizard Night Witch
Night Witch
Golem Zap Lumberjack

Defense Synergies 1 11

Bats
Zap Electro Wizard Lumberjack
Zap
Electro Wizard Bats Archers Minion Horde Lumberjack Night Witch
Archers
Zap Electro Wizard Lumberjack
Minion Horde
Zap
Golem
Electro Wizard
Zap Bats Archers Lumberjack Night Witch
Lumberjack
Bats Zap Archers Electro Wizard
Night Witch
Zap Electro Wizard

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 Minion Horde Electro Wizard
Minion Horde Lumberjack Bats Zap Electro Wizard Night Witch
Minion Horde Lumberjack Bats Archers Electro Wizard Night Witch
Minion Horde Lumberjack Night Witch Bats Electro Wizard
Lumberjack
Bats Zap Archers Electro Wizard Lumberjack Night Witch
Bats Minion Horde Electro Wizard Zap Archers Night Witch
Zap Electro Wizard
Minion Horde Lumberjack Night Witch
Archers Minion Horde Electro Wizard Lumberjack Night Witch
Bats Archers Minion Horde Electro Wizard Zap Lumberjack Night Witch
Minion Horde Bats Zap Archers Electro Wizard Night Witch
Minion Horde Lumberjack Night Witch Bats Zap Electro Wizard
Bats Zap Minion Horde Electro Wizard Lumberjack Night Witch
Minion Horde Electro Wizard Lumberjack
Minion Horde Zap Electro Wizard Lumberjack
Minion Horde Bats Electro Wizard Lumberjack Night Witch
Bats Zap Archers Minion Horde Electro Wizard Lumberjack Night Witch
Zap Bats Archers Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bats Archers Minion Horde Electro Wizard Lumberjack Night Witch

Counters to secondary win conditions

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

Lumberjack Zap Archers Electro Wizard
Electro Wizard Zap Archers Lumberjack
Lumberjack Bats Zap Minion Horde Electro Wizard
Lumberjack Bats Zap Minion Horde Electro Wizard Night Witch
Minion Horde Lumberjack Night Witch
Bats Zap Archers Minion Horde Electro Wizard
Bats Archers Minion Horde Electro Wizard Lumberjack Night Witch
Minion Horde Lumberjack
Zap Minion Horde Electro Wizard Bats
Minion Horde
Bats Minion Horde Lumberjack
Zap Electro Wizard
Minion Horde Lumberjack Night Witch
Archers Minion Horde
Electro Wizard Bats Zap Archers Minion Horde Lumberjack Night Witch
Bats Zap Archers Minion Horde Electro Wizard
Zap Electro Wizard

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.)

Minion Horde
Zap Electro Wizard
Minion Horde
Zap Minion Horde
Bats Zap Minion Horde
Archers Minion Horde
Zap
Zap
Bats Minion Horde Electro Wizard Lumberjack Night Witch
Zap Minion Horde Electro Wizard
Zap Archers
Minion Horde
Zap
Zap Minion Horde
Minion Horde
Bats Minion Horde Night Witch
Zap Archers Electro Wizard
Zap
Minion Horde Night Witch
Zap Minion Horde
Zap
Minion Horde
Zap Electro Wizard
Zap
Zap
Bats Zap Archers Minion Horde Electro Wizard Night Witch
Zap Electro Wizard Bats Minion Horde
Minion Horde Night Witch
Zap Minion Horde Night Witch
Zap Minion Horde Electro Wizard
Minion Horde
Zap Minion Horde Electro Wizard Bats Archers Night Witch
Zap Archers Electro Wizard
Minion Horde Electro Wizard Lumberjack
Zap
Zap
Minion Horde
Zap Bats Minion Horde Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard

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