My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Rascals Electro Wizard Magic Archer 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.

Bomber Knight Rascals Golem Electro Wizard Magic Archer 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.

Arrows

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.

Knight Rascals Golem Magic Archer

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.

Golem Electro Wizard Magic Archer

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
Bomber Night Witch
Giant Snowball
Bomber Night Witch
Zap
Bomber Night Witch
Barbarian Barrel
Bomber Knight Rascals Electro Wizard Magic Archer Night Witch
The Log
Bomber Rascals
Earthquake
Bomber
Arrows
Bomber Rascals Night Witch
Royal Delivery
Bomber Knight Rascals Electro Wizard Magic Archer Night Witch
Fireball
Bomber Rascals Electro Wizard Magic Archer Night Witch
Poison
Bomber Rascals Electro Wizard Magic Archer Night Witch
Lightning
Knight Electro Wizard Magic Archer Night Witch
Rocket
Rascals Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Magic Archer

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 Knight Golem Night Witch

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.

Electro Wizard

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.

Bomber Arrows Knight Electro Wizard Magic Archer Night Witch Rascals Golem

Shortest cycle

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

12 Bomber Arrows Knight Electro Wizard

Attack Synergies 3 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.

Bomber
Golem Knight
Arrows
Golem Knight Night Witch
Knight
Bomber Arrows Electro Wizard Magic Archer Night Witch
Rascals
Electro Wizard Magic Archer
Golem
Bomber Arrows Night Witch Electro Wizard Magic Archer
Electro Wizard
Knight Rascals Golem Magic Archer
Magic Archer
Knight Rascals Golem Electro Wizard
Night Witch
Golem Arrows Knight

Defense Synergies 3 6

Bomber
Knight Electro Wizard
Arrows
Knight
Knight
Bomber Electro Wizard Magic Archer Arrows Night Witch
Rascals
Golem
Electro Wizard
Knight Bomber Magic Archer Night Witch
Magic Archer
Knight Electro Wizard Night Witch
Night Witch
Knight Electro Wizard Magic Archer

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.

Bomber Knight Electro Wizard Magic Archer
Bomber Knight Rascals Electro Wizard Night Witch
Bomber Knight Rascals Electro Wizard Night Witch
Night Witch Bomber Knight Rascals Electro Wizard
Bomber Arrows
Arrows Bomber Rascals Electro Wizard Magic Archer Night Witch
Electro Wizard Arrows Rascals Magic Archer Night Witch
Arrows Rascals Electro Wizard Magic Archer
Rascals Night Witch
Knight Bomber Rascals Electro Wizard Night Witch
Electro Wizard Bomber Arrows Knight Rascals Magic Archer Night Witch
Arrows Rascals Electro Wizard Magic Archer Night Witch
Night Witch Bomber Knight Rascals Electro Wizard
Bomber Arrows Rascals Electro Wizard Magic Archer Night Witch
Knight Rascals Electro Wizard
Rascals Electro Wizard
Bomber Arrows Knight Rascals Electro Wizard Night Witch
Arrows Bomber Knight Rascals Electro Wizard Magic Archer Night Witch
Arrows Bomber Knight Rascals Electro Wizard Magic Archer
Electro Wizard
Bomber Rascals Arrows Knight Electro Wizard Night Witch

Counters to secondary win conditions

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

Knight Rascals Electro Wizard
Electro Wizard Bomber Arrows Knight Magic Archer
Knight Rascals Electro Wizard
Knight Rascals Electro Wizard Night Witch
Knight Rascals Night Witch
Arrows Rascals Electro Wizard Magic Archer
Rascals Knight Electro Wizard Night Witch
Knight Rascals
Electro Wizard Knight Magic Archer
Knight Rascals
Arrows Electro Wizard
Rascals Knight Night Witch
Bomber Rascals Magic Archer
Rascals Electro Wizard Bomber Knight Magic Archer Night Witch
Arrows Bomber Rascals Electro Wizard Magic Archer

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.)

Magic Archer Arrows Knight Rascals
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Arrows Knight Rascals
Bomber Arrows Magic Archer
Arrows Magic Archer
Bomber Arrows Magic Archer
Arrows Magic Archer
Arrows
Electro Wizard Night Witch
Arrows Knight Electro Wizard Magic Archer
Arrows Magic Archer
Knight Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Bomber Arrows Magic Archer
Magic Archer Arrows
Arrows
Bomber Night Witch
Bomber Arrows Electro Wizard Magic Archer
Bomber Arrows Magic Archer
Magic Archer Night Witch
Arrows
Arrows
Arrows Bomber Magic Archer
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Electro Wizard Magic Archer Night Witch
Electro Wizard
Night Witch
Bomber Arrows Magic Archer Night Witch
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Electro Wizard Magic Archer Night Witch
Arrows Electro Wizard Magic Archer
Arrows
Knight Rascals Electro Wizard Magic Archer
Arrows Bomber Magic Archer
Arrows
Rascals Electro Wizard Magic Archer
Electro Wizard Magic Archer
Electro Wizard Magic Archer

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