My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Good
Versatility
Good
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 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!
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.

Zappies 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.

Battle Ram Zappies Electro Dragon Golem Night Witch

Offensive cards

Win conditions

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

Battle Ram 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.

Battle Ram

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.

Battle Ram 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
Battle Ram Clone Night Witch
Giant Snowball
Battle Ram Zappies Clone Electro Dragon Night Witch
Zap
Battle Ram Zappies Clone Night Witch
Barbarian Barrel
Battle Ram Zappies Clone Night Witch
The Log
Battle Ram Zappies Clone
Earthquake
Zappies Clone
Arrows
Zappies Clone Night Witch
Royal Delivery
Battle Ram Zappies Clone Electro Dragon Night Witch
Fireball
Battle Ram Zappies Clone Electro Dragon Night Witch
Poison
Zappies Clone Electro Dragon Night Witch
Lightning
Battle Ram Electro Dragon Night Witch
Rocket
Electro Dragon 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 Battle Ram Clone 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.

Arrows Clone Tornado Battle Ram Zappies Night Witch Electro Dragon Golem

Shortest cycle

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

13 Arrows Clone Tornado Battle Ram

Attack Synergies 5 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.

Arrows
Golem Battle Ram Night Witch
Battle Ram
Arrows Zappies Tornado
Zappies
Battle Ram Clone Electro Dragon Golem
Clone
Golem Night Witch Zappies
Tornado
Battle Ram Electro Dragon Golem Night Witch
Electro Dragon
Golem Zappies Tornado
Golem
Arrows Clone Electro Dragon Night Witch Zappies Tornado
Night Witch
Clone Golem Arrows Tornado

Defense Synergies 0 3

Arrows
Tornado
Battle Ram
Zappies
Tornado
Clone
Tornado
Arrows Zappies Electro Dragon
Electro Dragon
Tornado
Golem
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.

Zappies Electro Dragon
Zappies Electro Dragon Night Witch
Tornado Zappies Electro Dragon Night Witch
Night Witch Zappies Electro Dragon
Arrows Tornado
Arrows Tornado Zappies Electro Dragon Night Witch
Tornado Arrows Zappies Electro Dragon Night Witch
Arrows Electro Dragon
Zappies Tornado Night Witch
Tornado Zappies Night Witch
Arrows Zappies Tornado Electro Dragon Night Witch
Arrows Zappies Tornado Electro Dragon Night Witch
Night Witch Zappies Electro Dragon
Arrows Zappies Tornado Electro Dragon Night Witch
Zappies
Tornado Zappies
Arrows Zappies Tornado Electro Dragon Night Witch
Arrows Zappies Tornado Electro Dragon Night Witch
Arrows Tornado Zappies Electro Dragon
Zappies Tornado
Arrows Zappies Electro Dragon Night Witch

Counters to secondary win conditions

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

Zappies
Arrows Electro Dragon
Zappies Electro Dragon
Zappies Tornado Night Witch
Zappies Night Witch
Arrows Zappies Tornado Electro Dragon
Zappies Night Witch
Zappies
Electro Dragon Zappies Tornado
Zappies
Zappies Electro Dragon
Arrows Tornado
Zappies Night Witch
Zappies Electro Dragon
Zappies Electro Dragon Tornado Night Witch
Arrows Zappies Electro 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 Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
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
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Night Witch
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Night Witch
Arrows Tornado
Tornado
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon Night Witch
Electro Dragon Zappies
Night Witch
Arrows Electro Dragon Night Witch
Arrows Zappies Electro Dragon
Arrows
Zappies Electro Dragon Night Witch
Arrows Zappies Tornado Electro Dragon
Arrows
Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Electro Dragon
Electro Dragon Zappies Tornado
Zappies Tornado Electro Dragon
Electro Dragon Tornado
Electro Dragon

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