My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Electro Dragon Night Witch

Defensive buildings

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

Cannon

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 Electro Dragon Golem 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 Tornado

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.

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.

Firecracker Electro Dragon Golem

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 Night Witch
Giant Snowball
Bats Cannon Electro Dragon Night Witch
Zap
Bats Cannon Firecracker Night Witch
Barbarian Barrel
Cannon Firecracker Night Witch
The Log
Cannon Firecracker
Earthquake
Cannon Firecracker
Arrows
Bats Firecracker Night Witch
Royal Delivery
Bats Firecracker Electro Dragon Night Witch
Fireball
Cannon Firecracker Electro Dragon Night Witch
Poison
Bats Cannon Firecracker Electro Dragon Night Witch
Lightning
Cannon Electro Dragon Night Witch
Rocket
Electro Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

Bats Tornado Golem 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.

Bats Zap Cannon Firecracker Tornado Night Witch Electro Dragon Golem

Shortest cycle

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

10 Bats Zap Cannon Firecracker

Attack Synergies 4 11

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 Firecracker Golem
Zap
Firecracker Tornado Bats Electro Dragon Golem Night Witch
Cannon
Firecracker
Zap Bats Tornado Golem
Tornado
Zap Firecracker Electro Dragon Golem Night Witch
Electro Dragon
Golem Zap Tornado
Golem
Electro Dragon Night Witch Bats Zap Firecracker Tornado
Night Witch
Golem Zap Tornado

Defense Synergies 1 14

Bats
Zap Cannon Firecracker
Zap
Cannon Bats Firecracker Tornado Electro Dragon Night Witch
Cannon
Zap Bats Firecracker Electro Dragon Night Witch
Firecracker
Bats Zap Cannon Tornado Electro Dragon Night Witch
Tornado
Zap Firecracker Electro Dragon
Electro Dragon
Zap Cannon Firecracker Tornado
Golem
Night Witch
Zap Cannon Firecracker

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 Cannon Firecracker Electro Dragon
Bats Zap Cannon Firecracker Electro Dragon Night Witch
Cannon Tornado Bats Electro Dragon Night Witch
Cannon Night Witch Bats Firecracker Electro Dragon
Firecracker Tornado
Tornado Bats Zap Cannon Firecracker Electro Dragon Night Witch
Bats Tornado Zap Cannon Firecracker Electro Dragon Night Witch
Zap Cannon Electro Dragon
Cannon Tornado Night Witch
Tornado Cannon Firecracker Night Witch
Bats Zap Cannon Firecracker Tornado Electro Dragon Night Witch
Bats Zap Firecracker Tornado Electro Dragon Night Witch
Cannon Night Witch Bats Zap Electro Dragon
Bats Zap Cannon Firecracker Tornado Electro Dragon Night Witch
Cannon
Tornado Zap Cannon
Bats Cannon Firecracker Tornado Electro Dragon Night Witch
Cannon Bats Zap Firecracker Tornado Electro Dragon Night Witch
Zap Tornado Bats Cannon Firecracker Electro Dragon
Cannon Tornado
Bats Cannon Firecracker Electro Dragon Night Witch
Cannon

Counters to secondary win conditions

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

Zap
Zap Firecracker Electro Dragon
Bats Zap Electro Dragon
Bats Zap Tornado Night Witch
Cannon Night Witch
Firecracker Bats Zap Tornado Electro Dragon
Bats Night Witch
Zap Electro Dragon Bats Firecracker Tornado
Cannon
Bats Electro Dragon
Zap Tornado
Cannon Night Witch
Cannon Firecracker Electro Dragon
Electro Dragon Bats Zap Firecracker Tornado Night Witch
Bats Zap Cannon Firecracker Electro Dragon
Zap Cannon

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.)

Firecracker Electro Dragon
Firecracker Zap Tornado Electro Dragon
Electro Dragon
Firecracker
Zap Firecracker
Firecracker Bats Zap Tornado Electro Dragon
Firecracker Tornado
Zap Firecracker Tornado Electro Dragon
Zap Firecracker Tornado Electro Dragon
Bats Tornado Electro Dragon Night Witch
Firecracker Zap Tornado Electro Dragon
Zap Firecracker Tornado Electro Dragon
Firecracker
Firecracker Electro Dragon
Zap Firecracker
Zap Firecracker Electro Dragon
Firecracker Electro Dragon
Tornado
Bats Night Witch
Zap Firecracker Electro Dragon
Zap Firecracker Tornado Electro Dragon
Night Witch
Tornado
Tornado
Zap Electro Dragon
Zap Firecracker Tornado Electro Dragon
Firecracker Zap Tornado Electro Dragon
Zap Tornado Electro Dragon
Zap Firecracker Tornado
Bats Zap Firecracker Tornado Electro Dragon Night Witch
Zap Electro Dragon Bats Firecracker
Night Witch
Zap Electro Dragon Night Witch
Zap Firecracker Electro Dragon
Firecracker
Zap Bats Electro Dragon Night Witch
Zap Firecracker Tornado Electro Dragon
Firecracker Electro Dragon
Zap Firecracker Electro Dragon
Zap Tornado
Firecracker Electro Dragon
Zap Electro Dragon Bats Firecracker Tornado
Firecracker Bats Zap Tornado Electro Dragon
Electro Dragon Zap Firecracker Tornado
Firecracker Electro Dragon

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