My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Archers Baby Dragon Night Witch Mother 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.

Archers Baby Dragon Electro Giant Fisherman Night Witch Mother Witch

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Fireball Void

Punishments

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

Electro Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Baby Dragon Electro Giant

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
Archers Fisherman Night Witch
Giant Snowball
Archers Baby Dragon Fisherman Night Witch
Zap
Archers Fisherman Night Witch
Barbarian Barrel
Archers Night Witch
The Log
Archers Fisherman
Earthquake
Archers
Arrows
Archers Night Witch
Royal Delivery
Archers Baby Dragon Fisherman Night Witch Mother Witch
Fireball
Archers Baby Dragon Fisherman Night Witch Mother Witch
Poison
Archers Fisherman Night Witch Mother Witch
Lightning
Baby Dragon Fisherman Night Witch Mother Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon Electro Giant

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.

Baby Dragon Electro Giant Night Witch Mother Witch

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Fireball

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.

Archers Void Fisherman Fireball Baby Dragon Night Witch Mother Witch Electro Giant

Shortest cycle

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

13 Archers Void Fisherman Fireball

Attack Synergies 0 8

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.

Archers
Baby Dragon Fisherman
Fireball
Baby Dragon
Void
Electro Giant
Baby Dragon
Archers Fireball Electro Giant Fisherman
Electro Giant
Void Baby Dragon Fisherman Mother Witch
Fisherman
Archers Baby Dragon Electro Giant
Night Witch
Mother Witch
Electro Giant

Defense Synergies 0 6

Archers
Baby Dragon Fisherman
Fireball
Void
Baby Dragon
Archers Mother Witch
Electro Giant
Fisherman
Fisherman
Archers Electro Giant Mother Witch
Night Witch
Mother Witch
Mother Witch
Baby Dragon Fisherman 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.

Fireball Void Baby Dragon
Fisherman Night Witch
Fisherman Archers Void Night Witch
Night Witch Fisherman
Fireball
Fireball Archers Baby Dragon Night Witch Mother Witch
Archers Fireball Void Baby Dragon Night Witch
Fireball Void Baby Dragon Electro Giant
Fisherman Night Witch
Archers Fisherman Night Witch
Archers Mother Witch Fireball Baby Dragon Electro Giant Fisherman Night Witch
Archers Fireball Baby Dragon Night Witch
Night Witch Fireball
Fireball Baby Dragon Night Witch
Fireball Electro Giant Fisherman
Fireball Fisherman Night Witch
Fireball Archers Baby Dragon Fisherman Night Witch
Baby Dragon Archers Fireball Fisherman Mother Witch
Fisherman
Archers Fireball Baby Dragon Electro Giant Fisherman Night Witch Mother Witch

Counters to secondary win conditions

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

Archers Fireball Void Electro Giant Fisherman
Fireball Void Archers Baby Dragon Fisherman
Fisherman
Fireball Fisherman Night Witch
Fisherman Night Witch
Fireball Electro Giant Mother Witch Archers Baby Dragon
Archers Fireball Void Night Witch
Fisherman
Void Fireball Baby Dragon
Fireball Void Electro Giant
Fireball Night Witch
Archers Fireball Baby Dragon Electro Giant
Electro Giant Archers Fireball Baby Dragon Fisherman Night Witch
Archers Fireball Baby Dragon Electro Giant Mother Witch
Fireball Void

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.)

Fireball Void Baby Dragon
Fireball Void Baby Dragon Fisherman
Fireball Void Baby Dragon
Fireball Void
Fireball Baby Dragon
Fireball Electro Giant Mother Witch Baby Dragon
Archers Baby Dragon
Fireball Baby Dragon
Fireball Void Fisherman
Fireball Void Fisherman Night Witch
Void Fireball Fisherman
Fireball Void Archers Baby Dragon
Fireball Void Baby Dragon Fisherman
Fireball Void Baby Dragon Fisherman
Fireball Baby Dragon Fisherman
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Fisherman Night Witch
Void Archers Fireball Baby Dragon Fisherman
Fireball Void Baby Dragon Electro Giant Mother Witch
Fireball Void Baby Dragon Night Witch
Fireball Void
Void Fisherman
Fireball Void Baby Dragon
Electro Giant Mother Witch Fireball Baby Dragon
Fisherman
Fireball Void Baby Dragon Fisherman
Fireball Void Baby Dragon Fisherman
Fireball Void Baby Dragon Fisherman
Archers Fireball Void Baby Dragon Electro Giant Night Witch Mother Witch
Fireball Void Electro Giant
Fireball Void Night Witch
Void Fireball Night Witch
Void Fireball
Fireball
Archers Fireball Void Night Witch
Fireball Archers Baby Dragon
Fireball
Fireball Void Baby Dragon
Fireball Baby Dragon
Void Fireball Electro Giant
Electro Giant Fireball Baby Dragon
Fireball Void
Void Fireball Baby Dragon Electro Giant
Fireball Void
Void

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