My Best Clash Royale Deck

Deck Check Rating

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

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 Ice 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 Ice Wizard Lumberjack Night Witch Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Zap 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.

Barbarians Lumberjack Lava Hound

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.

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 Night Witch Lava Hound
Giant Snowball
Bats Barbarians Lumberjack Night Witch Lava Hound
Zap
Bats Night Witch Lava Hound
Barbarian Barrel
Barbarians Ice Wizard Lumberjack Night Witch
The Log
Barbarians Lumberjack
Earthquake
Barbarians
Arrows
Bats Night Witch Lava Hound
Royal Delivery
Bats Barbarians Ice Wizard Lumberjack Night Witch Lava Hound
Fireball
Barbarians Ice Wizard Lumberjack Night Witch Lava Hound
Poison
Bats Barbarians Ice Wizard Night Witch Lava Hound
Lightning
Ice Wizard Lumberjack Night Witch
Rocket
Barbarians Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Ice 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 Ice Wizard 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.

Barbarians Ice Wizard Lava Hound

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 Zap Arrows Ice Wizard Lumberjack Night Witch Barbarians Lava Hound

Shortest cycle

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

10 Bats Zap Arrows Ice Wizard

Attack Synergies 3 12

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
Lava Hound Zap Lumberjack
Zap
Arrows Bats Ice Wizard Lumberjack Night Witch Lava Hound
Arrows
Zap Lava Hound Lumberjack Night Witch
Barbarians
Ice Wizard
Zap Lumberjack
Lumberjack
Bats Zap Arrows Ice Wizard Night Witch Lava Hound
Night Witch
Zap Arrows Lumberjack Lava Hound
Lava Hound
Bats Arrows Zap Lumberjack Night Witch

Defense Synergies 0 13

Bats
Zap Ice Wizard Lumberjack
Zap
Bats Arrows Barbarians Ice Wizard Lumberjack Night Witch
Arrows
Zap Barbarians Ice Wizard Lumberjack
Barbarians
Zap Arrows
Ice Wizard
Bats Zap Arrows Lumberjack Night Witch
Lumberjack
Bats Zap Arrows Ice Wizard
Night Witch
Zap Ice Wizard
Lava Hound

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.

Zap
Barbarians Lumberjack Bats Zap Ice Wizard Night Witch
Barbarians Lumberjack Bats Ice Wizard Night Witch
Barbarians Lumberjack Night Witch Bats Ice Wizard
Arrows Barbarians Lumberjack
Arrows Bats Zap Ice Wizard Lumberjack Night Witch
Bats Zap Arrows Ice Wizard Night Witch
Zap Arrows Barbarians
Barbarians Ice Wizard Lumberjack Night Witch
Barbarians Ice Wizard Lumberjack Night Witch
Bats Barbarians Ice Wizard Zap Arrows Lumberjack Night Witch
Arrows Bats Zap Ice Wizard Night Witch
Barbarians Lumberjack Night Witch Bats Zap Ice Wizard
Bats Zap Arrows Barbarians Lumberjack Night Witch
Barbarians Lumberjack
Barbarians Zap Lumberjack
Barbarians Bats Arrows Lumberjack Night Witch
Arrows Bats Zap Barbarians Ice Wizard Lumberjack Night Witch
Zap Arrows Bats Barbarians Ice Wizard Lumberjack
Barbarians Lumberjack
Bats Arrows Barbarians Lumberjack Night Witch

Counters to secondary win conditions

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

Barbarians Lumberjack Zap
Zap Arrows Lumberjack
Barbarians Lumberjack Bats Zap
Lumberjack Bats Zap Barbarians Night Witch
Barbarians Lumberjack Night Witch
Arrows Bats Zap Ice Wizard
Bats Barbarians Ice Wizard Lumberjack Night Witch
Barbarians Lumberjack
Zap Bats Barbarians
Barbarians
Bats Barbarians Lumberjack
Zap Arrows Barbarians
Barbarians Lumberjack Night Witch
Barbarians
Barbarians Bats Zap Lumberjack Night Witch
Bats Arrows Zap Barbarians Ice 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 Zap Ice Wizard
Arrows
Arrows Barbarians
Zap Arrows
Arrows Bats Zap Ice Wizard
Arrows
Arrows Zap Ice Wizard
Arrows Zap
Bats Lumberjack Night Witch
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats Night Witch
Zap Arrows
Zap Arrows
Night Witch
Arrows
Zap Arrows Barbarians
Zap Arrows Ice Wizard
Arrows Zap Ice Wizard
Zap Arrows
Zap Arrows
Bats Zap Arrows Ice Wizard Night Witch
Zap Bats
Night Witch
Zap Arrows Night Witch
Zap Arrows
Arrows
Zap Bats Barbarians Night Witch
Zap Arrows Ice Wizard
Arrows
Lumberjack
Arrows Zap
Zap Arrows
Zap Bats
Bats Zap
Zap

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