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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Minion Horde 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.

Bats Prince Electro Wizard Inferno Dragon Night Witch

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.

Prince

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.

Minion Horde Prince

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

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 Minion Horde Guards Prince Inferno Dragon Night Witch
Giant Snowball
Bats Minion Horde Guards Inferno Dragon Night Witch
Zap
Bats Minion Horde Guards Prince Inferno Dragon Night Witch
Barbarian Barrel
Guards Electro Wizard Night Witch
The Log
Guards Prince
Earthquake
Guards
Arrows
Bats Minion Horde Guards Night Witch
Royal Delivery
Bats Minion Horde Guards Prince Electro Wizard Inferno Dragon Night Witch
Fireball
Minion Horde Electro Wizard Inferno Dragon Night Witch
Poison
Bats Minion Horde Guards Electro Wizard Night Witch
Lightning
Prince Electro Wizard Inferno Dragon Night Witch
Rocket
Minion Horde Prince 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.

Arrows

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 Guards Prince Inferno Dragon 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.

Minion Horde 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 Guards Electro Wizard Inferno Dragon Night Witch Minion Horde Prince

Shortest cycle

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

12 Bats Arrows Guards Electro Wizard

Attack Synergies 0 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
Prince Inferno Dragon
Arrows
Prince Night Witch
Minion Horde
Prince
Guards
Prince
Bats Arrows Minion Horde Electro Wizard
Electro Wizard
Prince
Inferno Dragon
Bats
Night Witch
Arrows

Defense Synergies 0 9

Bats
Prince Electro Wizard Inferno Dragon
Arrows
Prince
Minion Horde
Guards
Prince Electro Wizard
Prince
Bats Arrows Guards Electro Wizard
Electro Wizard
Bats Guards Prince Inferno Dragon Night Witch
Inferno Dragon
Bats 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.

Minion Horde Electro Wizard
Minion Horde Inferno Dragon Bats Prince Electro Wizard Night Witch
Minion Horde Prince Bats Electro Wizard Inferno Dragon Night Witch
Minion Horde Prince Inferno Dragon Night Witch Bats Guards Electro Wizard
Arrows Prince
Arrows Bats Guards Electro Wizard Night Witch
Bats Minion Horde Electro Wizard Inferno Dragon Arrows Night Witch
Arrows Electro Wizard
Minion Horde Inferno Dragon Prince Night Witch
Guards Minion Horde Prince Electro Wizard Night Witch
Bats Minion Horde Guards Electro Wizard Arrows Night Witch
Arrows Minion Horde Inferno Dragon Bats Electro Wizard Night Witch
Minion Horde Prince Night Witch Bats Guards Electro Wizard
Bats Arrows Minion Horde Guards Prince Electro Wizard Night Witch
Inferno Dragon Minion Horde Prince Electro Wizard
Minion Horde Prince Electro Wizard Inferno Dragon
Minion Horde Bats Arrows Prince Electro Wizard Night Witch
Arrows Bats Minion Horde Guards Prince Electro Wizard Night Witch
Arrows Bats Guards Electro Wizard Inferno Dragon
Prince Electro Wizard Inferno Dragon
Bats Arrows Minion Horde Guards Prince Electro Wizard Night Witch

Counters to secondary win conditions

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

Guards Prince Electro Wizard
Electro Wizard Arrows Prince Inferno Dragon
Guards Bats Minion Horde Prince Electro Wizard
Guards Prince Bats Minion Horde Electro Wizard Night Witch
Minion Horde Guards Prince Inferno Dragon Night Witch
Arrows Bats Minion Horde Electro Wizard
Guards Prince Bats Minion Horde Electro Wizard Night Witch
Minion Horde Prince Inferno Dragon
Minion Horde Electro Wizard Bats Prince Inferno Dragon
Minion Horde Guards Inferno Dragon
Inferno Dragon Bats Minion Horde Guards Prince
Arrows Guards Prince Electro Wizard
Prince Minion Horde Guards Night Witch
Minion Horde
Guards Electro Wizard Bats Minion Horde Prince Inferno Dragon Night Witch
Bats Arrows Minion Horde Electro Wizard Inferno 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 Minion Horde Guards
Arrows Electro Wizard
Arrows Minion Horde
Arrows Guards Prince
Arrows Minion Horde
Arrows Bats Minion Horde
Arrows Minion Horde
Arrows
Arrows
Bats Minion Horde Guards Prince Electro Wizard Night Witch
Arrows Minion Horde Prince Electro Wizard
Arrows
Arrows Minion Horde
Arrows Prince
Arrows Minion Horde
Arrows Minion Horde
Arrows
Bats Minion Horde Night Witch
Arrows Prince Electro Wizard
Arrows
Minion Horde Prince Night Witch
Arrows
Prince
Arrows Minion Horde
Arrows
Minion Horde Inferno Dragon
Arrows Electro Wizard
Arrows Prince
Arrows
Bats Arrows Minion Horde Electro Wizard Night Witch
Electro Wizard Bats Minion Horde Guards
Minion Horde Night Witch
Arrows Minion Horde Night Witch
Arrows Minion Horde Electro Wizard
Minion Horde Prince
Arrows
Minion Horde Electro Wizard Bats Guards Prince Night Witch
Arrows Electro Wizard
Arrows
Minion Horde Prince Electro Wizard
Arrows
Arrows
Minion Horde Prince
Bats Minion Horde Guards Electro Wizard
Bats Electro Wizard
Prince Electro Wizard

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