My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Wizard Electro Wizard 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 Archers Skeleton Barrel Goblin Demolisher Wizard Electro Wizard Night Witch

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Arrows

Punishments

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

Skeleton Barrel

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.

Skeleton Barrel

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.

Skeleton Barrel 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
Bats Archers Skeleton Barrel Goblin Demolisher Night Witch
Giant Snowball
Bats Archers Skeleton Barrel Night Witch
Zap
Bats Archers Skeleton Barrel Night Witch
Barbarian Barrel
Archers Skeleton Barrel Wizard Electro Wizard Night Witch
The Log
Archers Skeleton Barrel Goblin Demolisher
Earthquake
Archers
Arrows
Bats Archers Skeleton Barrel Night Witch
Royal Delivery
Bats Archers Skeleton Barrel Goblin Demolisher Wizard Electro Wizard Night Witch
Fireball
Archers Skeleton Barrel Wizard Electro Wizard Night Witch
Poison
Bats Archers Skeleton Barrel Wizard Electro Wizard Night Witch
Lightning
Wizard Electro Wizard Night Witch
Rocket
Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Goblin Demolisher Wizard

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 Skeleton Barrel Goblin Demolisher 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.

Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Arrows Skeleton Barrel Goblin Demolisher Electro Wizard Night Witch Wizard

Shortest cycle

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

11 Bats Archers Arrows Skeleton Barrel

Attack Synergies 1 6

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
Skeleton Barrel Goblin Demolisher
Archers
Arrows Skeleton Barrel
Arrows
Archers Skeleton Barrel Night Witch
Skeleton Barrel
Bats Archers Arrows Goblin Demolisher
Goblin Demolisher
Bats Skeleton Barrel
Wizard
Electro Wizard
Night Witch
Arrows

Defense Synergies 0 5

Bats
Goblin Demolisher Electro Wizard
Archers
Electro Wizard
Arrows
Skeleton Barrel
Goblin Demolisher
Bats
Wizard
Electro Wizard
Electro Wizard
Bats Archers Wizard Night Witch
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.

Skeleton Barrel Goblin Demolisher Wizard Electro Wizard
Bats Electro Wizard Night Witch
Bats Archers Electro Wizard Night Witch
Night Witch Bats Electro Wizard
Arrows Goblin Demolisher
Arrows Bats Archers Goblin Demolisher Electro Wizard Night Witch
Bats Electro Wizard Archers Arrows Wizard Night Witch
Arrows Skeleton Barrel Electro Wizard
Night Witch
Archers Electro Wizard Night Witch
Bats Archers Electro Wizard Arrows Goblin Demolisher Wizard Night Witch
Arrows Bats Archers Wizard Electro Wizard Night Witch
Night Witch Bats Wizard Electro Wizard
Wizard Bats Arrows Goblin Demolisher Electro Wizard Night Witch
Electro Wizard
Electro Wizard
Wizard Bats Arrows Electro Wizard Night Witch
Arrows Bats Archers Goblin Demolisher Wizard Electro Wizard Night Witch
Arrows Wizard Bats Archers Goblin Demolisher Electro Wizard
Electro Wizard
Goblin Demolisher Wizard Bats Archers Arrows Electro Wizard Night Witch

Counters to secondary win conditions

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

Archers Electro Wizard
Electro Wizard Archers Arrows Skeleton Barrel Wizard
Bats Electro Wizard
Bats Electro Wizard Night Witch
Night Witch
Arrows Wizard Bats Archers Skeleton Barrel Goblin Demolisher Electro Wizard
Bats Archers Electro Wizard Night Witch
Electro Wizard Bats
Bats
Arrows Electro Wizard
Wizard Night Witch
Wizard Archers Goblin Demolisher
Electro Wizard Bats Archers Night Witch
Bats Arrows Archers Wizard Electro Wizard
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.)

Skeleton Barrel Arrows
Arrows Skeleton Barrel Electro Wizard
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Wizard Arrows Goblin Demolisher
Arrows Wizard Bats Skeleton Barrel
Archers Arrows Goblin Demolisher Wizard
Arrows Skeleton Barrel Goblin Demolisher Wizard
Arrows Skeleton Barrel Wizard
Bats Electro Wizard Night Witch
Arrows Skeleton Barrel Wizard Electro Wizard
Archers Arrows Wizard
Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel Goblin Demolisher Wizard
Arrows Skeleton Barrel Goblin Demolisher Wizard
Arrows
Bats Night Witch
Archers Arrows Skeleton Barrel Goblin Demolisher Wizard Electro Wizard
Arrows Skeleton Barrel Goblin Demolisher Wizard
Night Witch
Arrows Wizard
Arrows Skeleton Barrel
Arrows Goblin Demolisher Wizard
Arrows Skeleton Barrel Wizard Electro Wizard
Arrows Skeleton Barrel Wizard
Arrows Skeleton Barrel
Bats Archers Arrows Wizard Electro Wizard Night Witch
Electro Wizard Bats Skeleton Barrel Wizard
Night Witch
Arrows Wizard Night Witch
Arrows Electro Wizard
Arrows Wizard
Skeleton Barrel Electro Wizard Bats Archers Night Witch
Archers Arrows Wizard Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Skeleton Barrel Wizard
Arrows
Bats Electro Wizard
Bats Electro Wizard
Skeleton Barrel Electro Wizard
Wizard

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