My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
RIP

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Witch 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 Witch Electro Wizard Lumberjack Night Witch Skeleton King

Offensive cards

Win conditions

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

Missing

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.

Lumberjack

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.

Lumberjack Skeleton King

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 Wizard Lumberjack

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 Clone Night Witch Skeleton King
Giant Snowball
Bats Clone Witch Lumberjack Night Witch Skeleton King
Zap
Bats Clone Witch Night Witch Skeleton King
Barbarian Barrel
Clone Witch Electro Wizard Lumberjack Night Witch Skeleton King
The Log
Clone Witch Lumberjack Skeleton King
Earthquake
Clone Witch Skeleton King
Arrows
Bats Clone Witch Night Witch Skeleton King
Royal Delivery
Bats Clone Witch Electro Wizard Lumberjack Night Witch Skeleton King
Fireball
Clone Witch Electro Wizard Lumberjack Night Witch Skeleton King
Poison
Bats Clone Witch Electro Wizard Night Witch Skeleton King
Lightning
Witch Electro Wizard Lumberjack Night Witch Skeleton King
Rocket
Witch Night Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Skeleton King

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 Clone 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.

Witch 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.

Bats Arrows Clone Electro Wizard Lumberjack Night Witch Skeleton King Witch

Shortest cycle

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

12 Bats Arrows Clone Electro Wizard

Attack Synergies 1 13

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
Clone Lumberjack Skeleton King
Arrows
Lumberjack Night Witch
Clone
Night Witch Bats Witch Electro Wizard Lumberjack
Witch
Clone Lumberjack Skeleton King
Electro Wizard
Clone Lumberjack
Lumberjack
Bats Arrows Clone Witch Electro Wizard Night Witch
Night Witch
Clone Arrows Lumberjack Skeleton King
Skeleton King
Bats Witch Night Witch

Defense Synergies 0 8

Bats
Electro Wizard Lumberjack Skeleton King
Arrows
Lumberjack
Clone
Witch
Electro Wizard Lumberjack
Electro Wizard
Bats Witch Lumberjack Night Witch
Lumberjack
Bats Arrows Witch Electro Wizard
Night Witch
Electro Wizard
Skeleton King
Bats

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.

Electro Wizard
Lumberjack Bats Witch Electro Wizard Night Witch
Witch Lumberjack Bats Electro Wizard Night Witch
Witch Lumberjack Night Witch Bats Electro Wizard Skeleton King
Arrows Lumberjack
Arrows Bats Electro Wizard Lumberjack Night Witch
Bats Electro Wizard Arrows Witch Night Witch
Arrows Electro Wizard
Witch Lumberjack Night Witch Skeleton King
Electro Wizard Lumberjack Night Witch
Bats Witch Electro Wizard Arrows Lumberjack Night Witch Skeleton King
Arrows Bats Witch Electro Wizard Night Witch
Lumberjack Night Witch Bats Witch Electro Wizard
Bats Arrows Witch Electro Wizard Lumberjack Night Witch Skeleton King
Electro Wizard Lumberjack Skeleton King
Electro Wizard Lumberjack
Bats Arrows Witch Electro Wizard Lumberjack Night Witch
Arrows Bats Witch Electro Wizard Lumberjack Night Witch
Arrows Witch Bats Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bats Arrows Witch Electro Wizard Lumberjack Night Witch
Lumberjack

Counters to secondary win conditions

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

Lumberjack Witch Electro Wizard
Electro Wizard Arrows Lumberjack
Lumberjack Bats Witch Electro Wizard
Lumberjack Bats Electro Wizard Night Witch
Witch Lumberjack Night Witch
Arrows Bats Witch Electro Wizard
Bats Witch Electro Wizard Lumberjack Night Witch
Lumberjack
Electro Wizard Bats Witch
Witch
Bats Witch Lumberjack
Arrows Electro Wizard
Witch Lumberjack Night Witch Skeleton King
Witch
Witch Electro Wizard Bats Lumberjack Night Witch Skeleton King
Bats Arrows Witch Electro Wizard Skeleton King
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
Arrows
Arrows Bats Witch
Arrows Witch
Arrows
Arrows
Bats Electro Wizard Lumberjack Night Witch
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Bats Night Witch
Arrows Electro Wizard
Arrows Witch
Night Witch
Arrows
Arrows
Arrows Witch
Witch
Arrows Witch Electro Wizard
Arrows Witch
Arrows
Bats Arrows Witch Electro Wizard Night Witch
Electro Wizard Bats Witch
Night Witch
Arrows Night Witch
Arrows Electro Wizard
Arrows
Electro Wizard Bats Witch Night Witch
Arrows Witch Electro Wizard
Arrows
Electro Wizard Lumberjack
Arrows Skeleton King
Arrows
Bats Witch Electro Wizard Skeleton King
Bats Witch Electro Wizard
Witch Electro Wizard

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