My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard 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.

Bomber Bats Golem Electro Wizard Inferno Dragon 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.

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.

Golem Electro Wizard

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 Bats Skeleton Army Inferno Dragon Night Witch
Giant Snowball
Bomber Bats Skeleton Army Inferno Dragon Night Witch
Zap
Bomber Bats Skeleton Army Inferno Dragon Night Witch
Barbarian Barrel
Bomber Skeleton Army Electro Wizard Night Witch
The Log
Bomber Skeleton Army
Earthquake
Bomber Skeleton Army
Arrows
Bomber Bats Skeleton Army Night Witch
Royal Delivery
Bomber Bats Skeleton Army Electro Wizard Inferno Dragon Night Witch
Fireball
Bomber Skeleton Army Electro Wizard Inferno Dragon Night Witch
Poison
Bomber Bats Skeleton Army Electro Wizard Night Witch
Lightning
Electro Wizard Inferno Dragon Night Witch
Rocket
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.

Bomber Arrows

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Golem Inferno Dragon Night 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.

Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Arrows Skeleton Army Electro Wizard Inferno Dragon Night Witch Golem

Shortest cycle

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

10 Bomber Bats Arrows Skeleton Army

Attack Synergies 3 5

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 Bats
Bats
Bomber Golem Inferno Dragon
Arrows
Golem Night Witch
Skeleton Army
Golem
Bomber Arrows Night Witch Bats Electro Wizard
Electro Wizard
Golem
Inferno Dragon
Bats
Night Witch
Golem Arrows

Defense Synergies 0 8

Bomber
Bats Electro Wizard
Bats
Bomber Electro Wizard Inferno Dragon
Arrows
Skeleton Army
Electro Wizard Inferno Dragon
Golem
Electro Wizard
Bomber Bats Skeleton Army Inferno Dragon Night Witch
Inferno Dragon
Bats Skeleton Army Electro Wizard
Night Witch
Electro Wizard

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 Electro Wizard
Skeleton Army Inferno Dragon Bats Electro Wizard Night Witch
Skeleton Army Bomber Bats Electro Wizard Inferno Dragon Night Witch
Skeleton Army Inferno Dragon Night Witch Bats Electro Wizard
Bomber Arrows Skeleton Army
Arrows Skeleton Army Bomber Bats Electro Wizard Night Witch
Bats Electro Wizard Inferno Dragon Arrows Night Witch
Arrows Electro Wizard
Inferno Dragon Skeleton Army Night Witch
Skeleton Army Bomber Electro Wizard Night Witch
Bats Skeleton Army Electro Wizard Bomber Arrows Night Witch
Arrows Inferno Dragon Bats Electro Wizard Night Witch
Skeleton Army Night Witch Bomber Bats Electro Wizard
Bomber Skeleton Army Bats Arrows Electro Wizard Night Witch
Skeleton Army Inferno Dragon Electro Wizard
Skeleton Army Electro Wizard Inferno Dragon
Bomber Bats Arrows Skeleton Army Electro Wizard Night Witch
Arrows Bomber Bats Skeleton Army Electro Wizard Night Witch
Arrows Bomber Bats Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Bomber Skeleton Army Bats Arrows Electro Wizard Night Witch
Skeleton Army Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Electro Wizard
Electro Wizard Bomber Arrows Inferno Dragon
Skeleton Army Bats Electro Wizard
Skeleton Army Bats Electro Wizard Night Witch
Skeleton Army Inferno Dragon Night Witch
Arrows Bats Electro Wizard
Skeleton Army Bats Electro Wizard Night Witch
Skeleton Army Inferno Dragon
Electro Wizard Bats Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Bats
Skeleton Army Arrows Electro Wizard
Skeleton Army Night Witch
Bomber Skeleton Army
Skeleton Army Electro Wizard Bomber Bats Inferno Dragon Night Witch
Bats Arrows Bomber Electro Wizard Inferno Dragon
Bomber Arrows Electro Wizard

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
Arrows Electro Wizard
Arrows
Arrows
Bomber Arrows
Arrows Bats
Bomber Arrows
Arrows
Arrows
Bats Electro Wizard Night Witch
Arrows Electro Wizard
Arrows
Arrows
Arrows
Bomber Arrows
Arrows
Arrows
Bomber Bats Night Witch
Bomber Arrows Electro Wizard
Bomber Arrows
Night Witch
Arrows
Arrows
Arrows Bomber
Inferno Dragon
Arrows Electro Wizard
Arrows
Arrows
Bats Arrows Electro Wizard Night Witch
Electro Wizard Bats
Night Witch
Bomber Arrows Night Witch
Arrows Electro Wizard
Arrows
Electro Wizard Bats Skeleton Army Night Witch
Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Bomber
Arrows
Bats Electro Wizard
Bats Electro Wizard
Electro Wizard
Inferno Dragon

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