My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Night Witch Mother 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 Royal Recruits Prince Night Witch Mother 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 Rage

Punishments

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

Royal Recruits 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.

Royal Recruits Prince

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 Royal Recruits Guards Prince Night Witch
Giant Snowball
Bats Royal Recruits Guards Night Witch
Zap
Bats Guards Prince Night Witch
Barbarian Barrel
Royal Recruits Guards Night Witch
The Log
Royal Recruits Guards Prince
Earthquake
Guards
Arrows
Bats Royal Recruits Guards Night Witch
Royal Delivery
Bats Royal Recruits Guards Prince Night Witch Mother Witch
Fireball
Night Witch Mother Witch
Poison
Bats Royal Recruits Guards Night Witch Mother Witch
Lightning
Prince Night Witch Mother Witch
Rocket
Prince 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 Royal Recruits Rage Guards Prince Night Witch Mother 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Arrows Guards Night Witch Mother Witch Prince Royal Recruits

Shortest cycle

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

10 Bats Rage Arrows Guards

Attack Synergies 0 9

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
Royal Recruits Rage Prince
Arrows
Prince Night Witch Mother Witch
Royal Recruits
Bats
Rage
Bats Prince Night Witch Mother Witch
Guards
Prince
Bats Arrows Rage
Night Witch
Arrows Rage
Mother Witch
Arrows Rage

Defense Synergies 0 7

Bats
Royal Recruits Prince
Arrows
Prince Mother Witch
Royal Recruits
Bats
Rage
Guards
Prince Mother Witch
Prince
Bats Arrows Guards
Night Witch
Mother Witch
Mother Witch
Arrows Guards 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.

Royal Recruits
Bats Royal Recruits Prince Night Witch
Prince Bats Royal Recruits Night Witch
Royal Recruits Prince Night Witch Bats Guards
Arrows Royal Recruits Prince
Arrows Bats Guards Night Witch Mother Witch
Bats Arrows Night Witch
Arrows Royal Recruits
Royal Recruits Prince Night Witch
Guards Royal Recruits Prince Night Witch
Bats Guards Mother Witch Arrows Royal Recruits Night Witch
Arrows Bats Night Witch
Royal Recruits Prince Night Witch Bats Guards
Bats Arrows Royal Recruits Guards Prince Night Witch
Royal Recruits Prince
Royal Recruits Prince
Bats Arrows Royal Recruits Prince Night Witch
Arrows Bats Royal Recruits Guards Prince Night Witch
Arrows Bats Royal Recruits Guards Mother Witch
Royal Recruits Prince
Royal Recruits Bats Arrows Guards Prince Night Witch Mother Witch

Counters to secondary win conditions

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

Royal Recruits Guards Prince
Arrows Prince
Royal Recruits Guards Bats Prince
Royal Recruits Guards Prince Bats Night Witch
Royal Recruits Guards Prince Night Witch
Arrows Mother Witch Bats
Royal Recruits Guards Prince Bats Night Witch
Royal Recruits Prince
Royal Recruits Bats Prince
Royal Recruits Guards
Bats Royal Recruits Guards Prince
Royal Recruits Arrows Guards Prince
Royal Recruits Prince Guards Night Witch
Royal Recruits
Royal Recruits Guards Bats Prince Night Witch
Bats Arrows Royal Recruits Mother Witch
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 Royal Recruits Guards
Arrows
Arrows
Arrows Royal Recruits Guards Prince
Arrows
Arrows Mother Witch Bats
Arrows
Arrows
Arrows
Bats Guards Prince Night Witch
Arrows Royal Recruits Prince
Arrows
Arrows
Arrows Prince
Arrows
Arrows Royal Recruits
Arrows
Bats Night Witch
Arrows Prince
Arrows Mother Witch
Prince Night Witch
Arrows
Prince
Arrows Royal Recruits
Arrows Mother Witch
Arrows
Arrows Prince
Arrows
Bats Arrows Night Witch Mother Witch
Bats Guards
Night Witch
Arrows Night Witch
Arrows
Prince
Arrows
Bats Royal Recruits Guards Prince Night Witch
Arrows
Arrows
Prince
Arrows
Arrows
Royal Recruits Prince
Bats Royal Recruits Guards
Bats
Royal Recruits Prince
Prince

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