My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno 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.

Bats Dark Prince Prince Inferno Dragon 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

Punishments

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

Dark Prince Prince

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.

Dark Prince Prince

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.

Dark Prince

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 Dark Prince Prince Inferno Dragon Night Witch
Giant Snowball
Bats Guards Inferno Dragon Night Witch
Zap
Bats Guards Dark Prince Prince Inferno Dragon Night Witch
Barbarian Barrel
Guards Dark Prince Night Witch
The Log
Guards Dark Prince Prince
Earthquake
Guards
Arrows
Bats Guards Night Witch
Royal Delivery
Bats Guards Dark Prince Prince Inferno Dragon Night Witch
Fireball
Inferno Dragon Night Witch
Poison
Bats Guards Night Witch
Lightning
Dark Prince Prince Inferno Dragon Night Witch
Rocket
Prince Inferno Dragon 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 Dark Prince

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 Dark Prince Prince Inferno Dragon 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 Dark Prince Inferno Dragon Night Witch Prince

Shortest cycle

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

10 Bats Rage Arrows Guards

Attack Synergies 1 10

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
Rage Dark Prince Prince Inferno Dragon
Arrows
Dark Prince Prince Night Witch
Rage
Bats Dark Prince Prince Night Witch
Guards
Dark Prince
Prince Bats Arrows Rage
Prince
Dark Prince Bats Arrows Rage
Inferno Dragon
Bats
Night Witch
Arrows Rage

Defense Synergies 0 8

Bats
Dark Prince Prince Inferno Dragon
Arrows
Dark Prince Prince
Rage
Guards
Prince
Dark Prince
Bats Arrows Prince Night Witch
Prince
Bats Arrows Guards Dark Prince
Inferno Dragon
Bats
Night Witch
Dark Prince

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.

Inferno Dragon Bats Dark Prince Prince Night Witch
Prince Bats Dark Prince Inferno Dragon Night Witch
Prince Inferno Dragon Night Witch Bats Guards Dark Prince
Arrows Dark Prince Prince
Arrows Bats Guards Dark Prince Night Witch
Bats Inferno Dragon Arrows Night Witch
Arrows
Inferno Dragon Prince Night Witch
Guards Dark Prince Prince Night Witch
Bats Guards Arrows Dark Prince Night Witch
Arrows Inferno Dragon Bats Night Witch
Prince Night Witch Bats Guards Dark Prince
Bats Arrows Guards Dark Prince Prince Night Witch
Inferno Dragon Prince
Prince Inferno Dragon
Bats Arrows Dark Prince Prince Night Witch
Arrows Bats Guards Dark Prince Prince Night Witch
Arrows Bats Guards Dark Prince Inferno Dragon
Prince Inferno Dragon
Dark Prince Bats Arrows Guards Prince Night Witch

Counters to secondary win conditions

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

Guards Dark Prince Prince
Arrows Prince Inferno Dragon
Guards Bats Dark Prince Prince
Guards Dark Prince Prince Bats Night Witch
Guards Dark Prince Prince Inferno Dragon Night Witch
Arrows Bats
Guards Dark Prince Prince Bats Night Witch
Dark Prince Prince Inferno Dragon
Bats Dark Prince Prince Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Bats Guards Dark Prince Prince
Arrows Guards Dark Prince Prince
Dark Prince Prince Guards Night Witch
Guards Bats Dark Prince Prince Inferno Dragon Night Witch
Bats Arrows Dark Prince Inferno Dragon
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 Guards
Arrows
Arrows
Arrows Guards Dark Prince Prince
Arrows Dark Prince
Arrows Bats
Arrows
Arrows
Arrows
Bats Guards Prince Night Witch
Arrows Dark Prince Prince
Arrows
Arrows
Arrows Prince
Arrows
Arrows
Arrows
Bats Night Witch
Arrows Dark Prince Prince
Arrows
Prince Night Witch
Arrows
Prince
Arrows
Arrows Dark Prince
Inferno Dragon
Arrows
Arrows Prince
Arrows
Bats Arrows Night Witch
Bats Guards
Night Witch
Arrows Night Witch
Arrows
Prince
Arrows
Bats Guards Dark Prince Prince Night Witch
Arrows
Arrows
Dark Prince Prince
Arrows
Arrows
Dark Prince Prince
Bats Guards
Bats
Dark Prince Prince
Prince Inferno Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: