My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
RIP

1 problems 4 warnings Why?

Missing cards in your collection

Goblin Curse

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Bats Rascals Phoenix 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 Rascals Fisherman Phoenix Night Witch

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Rage

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.

Rascals Phoenix

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 Guards Fisherman Phoenix Night Witch
Giant Snowball
Bats Guards Fisherman Night Witch
Zap
Bats Guards Fisherman Night Witch
Barbarian Barrel
Rascals Guards Night Witch
The Log
Rascals Guards Fisherman
Earthquake
Guards
Arrows
Bats Rascals Guards Night Witch
Royal Delivery
Bats Rascals Guards Fisherman Night Witch
Fireball
Rascals Fisherman Night Witch
Poison
Bats Rascals Guards Fisherman Phoenix Night Witch
Lightning
Fisherman Phoenix Night Witch
Rocket
Rascals Phoenix Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Rage Guards 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Arrows Guards Fisherman Phoenix Night Witch Rascals

Shortest cycle

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

10 Bats Rage Arrows Guards

Attack Synergies 0 7

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
Rascals Rage Fisherman
Arrows
Phoenix Night Witch
Rascals
Bats
Rage
Bats Phoenix Night Witch
Guards
Fisherman
Bats
Phoenix
Arrows Rage
Night Witch
Arrows Rage

Defense Synergies 1 3

Bats
Rascals Fisherman
Arrows
Phoenix
Rascals
Bats
Rage
Guards
Fisherman
Fisherman
Guards Bats
Phoenix
Arrows
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.

Bats Rascals Fisherman Phoenix Night Witch
Fisherman Bats Rascals Night Witch
Night Witch Bats Rascals Guards Fisherman Phoenix
Arrows
Arrows Bats Rascals Guards Night Witch
Bats Arrows Rascals Phoenix Night Witch
Arrows Rascals Phoenix
Rascals Fisherman Phoenix Night Witch
Guards Rascals Fisherman Phoenix Night Witch
Bats Guards Arrows Rascals Fisherman Night Witch
Arrows Bats Rascals Phoenix Night Witch
Night Witch Bats Rascals Guards
Bats Arrows Rascals Guards Night Witch
Rascals Phoenix
Rascals Fisherman
Bats Arrows Rascals Fisherman Night Witch
Arrows Bats Rascals Guards Fisherman Night Witch
Arrows Bats Rascals Guards Fisherman
Fisherman Phoenix
Rascals Bats Arrows Guards Fisherman Night Witch

Counters to secondary win conditions

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

Rascals Guards Fisherman
Arrows Fisherman Phoenix
Guards Bats Rascals Fisherman
Guards Bats Rascals Fisherman Phoenix Night Witch
Rascals Guards Fisherman Phoenix Night Witch
Arrows Bats Rascals
Rascals Guards Bats Phoenix Night Witch
Rascals Fisherman Phoenix
Bats Phoenix
Guards Phoenix
Bats Rascals Guards Phoenix
Arrows Guards Phoenix
Rascals Guards Night Witch
Rascals
Rascals Guards Phoenix Bats Fisherman Night Witch
Bats Arrows Rascals Phoenix
Arrows

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 Rascals Guards
Arrows Fisherman
Arrows
Arrows Rascals Guards
Arrows
Arrows Bats
Arrows
Arrows
Arrows Fisherman
Bats Guards Fisherman Night Witch
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Bats Fisherman Night Witch
Arrows Fisherman
Arrows
Night Witch
Arrows
Fisherman
Arrows
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Fisherman
Bats Arrows Night Witch
Bats Guards
Night Witch
Arrows Night Witch
Arrows
Arrows
Bats Guards Night Witch
Arrows
Arrows
Rascals
Arrows
Arrows
Bats Rascals Guards
Bats

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: