My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Witch 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 Wizard Witch Golem Night Witch

Offensive cards

Win conditions

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

Royal Hogs Golem

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.

Royal Hogs

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 Hogs 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.

Royal Hogs 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
Bats Royal Hogs Skeleton Army Night Witch
Giant Snowball
Bats Royal Hogs Skeleton Army Witch Night Witch
Zap
Bats Royal Hogs Skeleton Army Witch Night Witch
Barbarian Barrel
Wizard Royal Hogs Skeleton Army Witch Night Witch
The Log
Royal Hogs Skeleton Army Witch
Earthquake
Royal Hogs Skeleton Army Witch
Arrows
Bats Royal Hogs Skeleton Army Witch Night Witch
Royal Delivery
Bats Wizard Royal Hogs Skeleton Army Witch Night Witch
Fireball
Wizard Royal Hogs Skeleton Army Witch Night Witch
Poison
Bats Wizard Royal Hogs Skeleton Army Witch Night Witch
Lightning
Wizard Witch Night Witch
Rocket
Wizard Royal Hogs Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Army Golem Night Witch

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Skeleton Army Night Witch Wizard Royal Hogs Witch Golem

Shortest cycle

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

12 Bats Arrows Skeleton Army Night Witch

Attack Synergies 3 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
Royal Hogs Golem
Arrows
Royal Hogs Golem Night Witch
Wizard
Royal Hogs Golem
Royal Hogs
Arrows Bats Wizard
Skeleton Army
Witch
Golem
Golem
Arrows Night Witch Bats Wizard Witch
Night Witch
Golem Arrows

Defense Synergies 0 1

Bats
Arrows
Wizard
Skeleton Army
Royal Hogs
Skeleton Army
Wizard
Witch
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.

Wizard
Skeleton Army Bats Witch Night Witch
Skeleton Army Witch Bats Night Witch
Skeleton Army Witch Night Witch Bats
Arrows Skeleton Army
Arrows Skeleton Army Bats Night Witch
Bats Arrows Wizard Witch Night Witch
Arrows
Witch Skeleton Army Night Witch
Skeleton Army Night Witch
Bats Skeleton Army Witch Arrows Wizard Night Witch
Arrows Bats Wizard Witch Night Witch
Skeleton Army Night Witch Bats Wizard Witch
Wizard Skeleton Army Bats Arrows Witch Night Witch
Skeleton Army
Skeleton Army
Wizard Bats Arrows Skeleton Army Witch Night Witch
Arrows Bats Wizard Skeleton Army Witch Night Witch
Arrows Wizard Witch Bats
Wizard Skeleton Army Bats Arrows Witch Night Witch
Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Witch
Arrows Wizard
Skeleton Army Bats Witch
Skeleton Army Bats Night Witch
Skeleton Army Witch Night Witch
Arrows Wizard Bats Witch
Skeleton Army Bats Witch Night Witch
Skeleton Army
Bats Skeleton Army Witch
Witch Skeleton Army
Bats Witch
Skeleton Army Arrows
Skeleton Army Wizard Witch Night Witch
Wizard Skeleton Army Witch
Skeleton Army Witch Bats Night Witch
Bats Arrows Wizard 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
Arrows
Arrows
Arrows
Wizard Arrows
Arrows Wizard Bats Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Bats Night Witch
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Bats Night Witch
Arrows Wizard
Arrows Wizard Witch
Night Witch
Arrows Wizard
Arrows
Arrows Wizard Witch
Witch
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Bats Arrows Wizard Witch Night Witch
Bats Wizard Witch
Night Witch
Arrows Wizard Night Witch
Arrows
Arrows Wizard
Bats Skeleton Army Witch Night Witch
Arrows Wizard Witch
Arrows
Wizard
Arrows Wizard
Arrows
Bats Witch
Bats Witch
Witch
Wizard

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