My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Mediocre
Versatility
Mediocre
F2P score
Bad

2 problems 2 warnings Why?

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro 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.

Skeletons Elixir Golem Electro Dragon Night Witch Goblinstein

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap Arrows Tornado

Punishments

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

Elixir Golem

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.

Elixir Golem

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 Dragon

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
Skeletons Elixir Golem Night Witch
Giant Snowball
Skeletons Electro Dragon Night Witch
Zap
Skeletons Night Witch
Barbarian Barrel
Skeletons Elixir Golem Night Witch
The Log
Skeletons Elixir Golem
Earthquake
Skeletons Elixir Golem
Arrows
Skeletons Night Witch
Royal Delivery
Skeletons Elixir Golem Electro Dragon Night Witch
Fireball
Elixir Golem Electro Dragon Night Witch
Poison
Elixir Golem Electro Dragon Night Witch
Lightning
Electro Dragon Night Witch Goblinstein
Rocket
Electro Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Tornado Electro Dragon

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 Elixir Golem Tornado 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Arrows Elixir Golem Tornado Night Witch Electro Dragon Goblinstein

Shortest cycle

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

9 Skeletons Zap Arrows Elixir Golem

Attack Synergies 3 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.

Skeletons
Zap
Arrows Tornado Elixir Golem Electro Dragon Night Witch
Arrows
Zap Elixir Golem Night Witch
Elixir Golem
Night Witch Zap Arrows Tornado Electro Dragon
Tornado
Zap Elixir Golem Electro Dragon Night Witch
Electro Dragon
Zap Elixir Golem Tornado
Night Witch
Elixir Golem Zap Arrows Tornado
Goblinstein

Defense Synergies 0 10

Skeletons
Zap Tornado Electro Dragon Night Witch
Zap
Skeletons Arrows Tornado Electro Dragon Night Witch
Arrows
Zap Tornado
Elixir Golem
Tornado
Skeletons Zap Arrows Electro Dragon
Electro Dragon
Skeletons Zap Tornado
Night Witch
Skeletons Zap
Goblinstein

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 Dragon
Skeletons Zap Electro Dragon Night Witch
Tornado Skeletons Electro Dragon Night Witch
Night Witch Skeletons Electro Dragon
Arrows Tornado
Arrows Tornado Skeletons Zap Electro Dragon Night Witch
Tornado Zap Arrows Electro Dragon Night Witch
Zap Arrows Electro Dragon
Skeletons Tornado Night Witch
Tornado Skeletons Night Witch
Skeletons Zap Arrows Tornado Electro Dragon Night Witch
Arrows Zap Tornado Electro Dragon Night Witch
Night Witch Skeletons Zap Electro Dragon
Zap Arrows Tornado Electro Dragon Night Witch
Tornado Zap
Skeletons Arrows Tornado Electro Dragon Night Witch
Arrows Zap Tornado Electro Dragon Night Witch
Zap Arrows Tornado Electro Dragon
Tornado
Arrows Electro Dragon Night Witch

Counters to secondary win conditions

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

Skeletons Zap
Zap Arrows Electro Dragon
Skeletons Zap Electro Dragon
Zap Tornado Night Witch
Skeletons Night Witch
Arrows Skeletons Zap Tornado Electro Dragon
Skeletons Night Witch
Zap Electro Dragon Skeletons Tornado
Skeletons
Electro Dragon
Zap Arrows Tornado
Skeletons Night Witch
Electro Dragon
Electro Dragon Skeletons Zap Tornado Night Witch
Arrows Zap Electro Dragon
Zap 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 Electro Dragon
Arrows Zap Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Zap Arrows
Arrows Zap Tornado Electro Dragon
Arrows Tornado
Arrows Zap Tornado Electro Dragon
Arrows Zap Tornado Electro Dragon
Tornado Electro Dragon Night Witch
Zap Arrows Tornado Electro Dragon
Zap Arrows Tornado Electro Dragon
Arrows Electro Dragon
Zap Arrows
Zap Arrows Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Night Witch
Zap Arrows Electro Dragon
Zap Arrows Tornado Electro Dragon
Night Witch
Arrows Tornado
Tornado
Zap Arrows Electro Dragon
Zap Arrows Tornado Electro Dragon
Arrows Zap Tornado Electro Dragon
Zap Arrows Tornado Electro Dragon
Zap Arrows Tornado
Zap Arrows Tornado Electro Dragon Night Witch
Zap Electro Dragon
Night Witch
Zap Arrows Electro Dragon Night Witch
Zap Arrows Electro Dragon
Arrows
Zap Electro Dragon Night Witch
Zap Arrows Tornado Electro Dragon
Arrows
Electro Dragon
Arrows Zap Electro Dragon
Zap Arrows Tornado
Electro Dragon
Zap Electro Dragon Tornado
Zap Tornado Electro Dragon
Electro Dragon Zap Tornado
Electro Dragon

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