My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Dragon Cannon Cart Golem Night Witch Goblinstein

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.

Arrows Tornado

Punishments

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

Cannon Cart

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Tornado Night Witch Electro Dragon Cannon Cart Goblinstein Golem

Shortest cycle

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

11 Skeletons Arrows Tornado Night Witch

Attack Synergies 4 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.

Skeletons
Arrows
Golem Cannon Cart Night Witch
Tornado
Electro Dragon Cannon Cart Golem Night Witch
Electro Dragon
Golem Tornado Cannon Cart
Cannon Cart
Golem Arrows Tornado Electro Dragon
Golem
Arrows Electro Dragon Cannon Cart Night Witch Tornado
Night Witch
Golem Arrows Tornado
Goblinstein

Defense Synergies 0 10

Skeletons
Tornado Electro Dragon Cannon Cart Night Witch
Arrows
Tornado Cannon Cart
Tornado
Skeletons Arrows Electro Dragon Cannon Cart
Electro Dragon
Skeletons Tornado Cannon Cart
Cannon Cart
Skeletons Arrows Tornado Electro Dragon Night Witch
Golem
Night Witch
Skeletons Cannon Cart
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.

Cannon Cart Electro Dragon
Skeletons Electro Dragon Cannon Cart Night Witch
Tornado Skeletons Electro Dragon Cannon Cart Night Witch
Night Witch Skeletons Electro Dragon Cannon Cart
Arrows Tornado
Arrows Tornado Skeletons Electro Dragon Cannon Cart Night Witch
Tornado Arrows Electro Dragon Night Witch
Arrows Electro Dragon Cannon Cart
Skeletons Tornado Night Witch
Tornado Skeletons Cannon Cart Night Witch
Skeletons Arrows Tornado Electro Dragon Cannon Cart Night Witch
Arrows Tornado Electro Dragon Night Witch
Night Witch Skeletons Electro Dragon Cannon Cart
Arrows Tornado Electro Dragon Cannon Cart Night Witch
Cannon Cart
Tornado
Skeletons Arrows Tornado Electro Dragon Cannon Cart Night Witch
Arrows Tornado Electro Dragon Cannon Cart Night Witch
Arrows Tornado Electro Dragon Cannon Cart
Tornado Cannon Cart
Arrows Electro Dragon Cannon Cart Night Witch

Counters to secondary win conditions

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

Skeletons Cannon Cart
Arrows Electro Dragon Cannon Cart
Skeletons Electro Dragon Cannon Cart
Tornado Cannon Cart Night Witch
Skeletons Cannon Cart Night Witch
Arrows Skeletons Tornado Electro Dragon
Skeletons Cannon Cart Night Witch
Cannon Cart
Electro Dragon Skeletons Tornado Cannon Cart
Skeletons
Electro Dragon Cannon Cart
Arrows Tornado
Cannon Cart Skeletons Night Witch
Electro Dragon Cannon Cart
Electro Dragon Skeletons Tornado Cannon Cart Night Witch
Arrows Electro Dragon Cannon Cart
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 Tornado Electro Dragon
Arrows Electro Dragon Cannon Cart
Cannon Cart Arrows
Arrows
Arrows Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Tornado Electro Dragon Night Witch
Arrows Tornado Electro Dragon Cannon Cart
Arrows Tornado Electro Dragon
Cannon Cart
Arrows Electro Dragon Cannon Cart
Arrows Cannon Cart
Arrows Electro Dragon Cannon Cart
Arrows Electro Dragon Cannon Cart
Arrows Tornado
Night Witch
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Night Witch
Arrows Tornado
Tornado
Arrows Electro Dragon Cannon Cart
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon Night Witch
Electro Dragon
Night Witch
Arrows Electro Dragon Night Witch
Arrows Electro Dragon
Arrows
Electro Dragon Cannon Cart Night Witch
Arrows Tornado Electro Dragon
Arrows
Electro Dragon Cannon Cart
Arrows Electro Dragon
Arrows Tornado
Electro Dragon Cannon Cart
Electro Dragon Tornado
Tornado Electro Dragon
Electro Dragon Tornado Cannon Cart
Cannon Cart
Electro Dragon

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