My Best Clash Royale Deck

Deck Check Rating

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

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 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 Knight Dark Prince Lumberjack 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.

Zap Arrows

Punishments

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

Dark Prince 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.

Knight Dark Prince Lumberjack

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.

Dark Prince 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 Guards Dark Prince Night Witch
Giant Snowball
Bats Guards Lumberjack Night Witch
Zap
Bats Guards Dark Prince Night Witch
Barbarian Barrel
Knight Guards Dark Prince Lumberjack Night Witch
The Log
Guards Dark Prince Lumberjack
Earthquake
Guards
Arrows
Bats Guards Night Witch
Royal Delivery
Bats Knight Guards Dark Prince Lumberjack Night Witch
Fireball
Lumberjack Night Witch
Poison
Bats Guards Night Witch
Lightning
Knight Dark Prince Lumberjack Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Dark Prince

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 Knight Guards Dark Prince Night 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 Zap Arrows Knight Guards Dark Prince Lumberjack Night Witch

Shortest cycle

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

10 Bats Zap Arrows Knight

Attack Synergies 2 17

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
Knight Zap Dark Prince Lumberjack
Zap
Arrows Bats Knight Guards Dark Prince Lumberjack Night Witch
Arrows
Zap Knight Dark Prince Lumberjack Night Witch
Knight
Bats Zap Arrows Lumberjack Night Witch
Guards
Zap Lumberjack
Dark Prince
Bats Zap Arrows Lumberjack
Lumberjack
Bats Zap Arrows Knight Guards Dark Prince Night Witch
Night Witch
Zap Arrows Knight Lumberjack

Defense Synergies 1 16

Bats
Knight Zap Dark Prince Lumberjack
Zap
Bats Arrows Knight Guards Dark Prince Lumberjack Night Witch
Arrows
Zap Knight Dark Prince Lumberjack
Knight
Bats Zap Arrows Lumberjack Night Witch
Guards
Zap Lumberjack
Dark Prince
Bats Zap Arrows Night Witch
Lumberjack
Bats Zap Arrows Knight Guards
Night Witch
Zap Knight Dark Prince

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 Knight
Lumberjack Bats Zap Knight Dark Prince Night Witch
Lumberjack Bats Knight Dark Prince Night Witch
Lumberjack Night Witch Bats Knight Guards Dark Prince
Arrows Dark Prince Lumberjack
Arrows Bats Zap Guards Dark Prince Lumberjack Night Witch
Bats Zap Arrows Night Witch
Zap Arrows
Lumberjack Night Witch
Knight Guards Dark Prince Lumberjack Night Witch
Bats Guards Zap Arrows Knight Dark Prince Lumberjack Night Witch
Arrows Bats Zap Night Witch
Lumberjack Night Witch Bats Zap Knight Guards Dark Prince
Bats Zap Arrows Guards Dark Prince Lumberjack Night Witch
Knight Lumberjack
Zap Lumberjack
Bats Arrows Knight Dark Prince Lumberjack Night Witch
Arrows Bats Zap Knight Guards Dark Prince Lumberjack Night Witch
Zap Arrows Bats Knight Guards Dark Prince Lumberjack
Lumberjack
Dark Prince Bats Arrows Knight Guards Lumberjack Night Witch

Counters to secondary win conditions

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

Knight Guards Lumberjack Zap Dark Prince
Zap Arrows Knight Lumberjack
Guards Lumberjack Bats Zap Knight Dark Prince
Guards Dark Prince Lumberjack Bats Zap Knight Night Witch
Knight Guards Dark Prince Lumberjack Night Witch
Arrows Bats Zap
Guards Dark Prince Bats Knight Lumberjack Night Witch
Knight Dark Prince Lumberjack
Zap Bats Knight Dark Prince
Guards
Bats Knight Guards Dark Prince Lumberjack
Zap Arrows Guards Dark Prince
Dark Prince Knight Guards Lumberjack Night Witch
Guards Bats Zap Knight Dark Prince Lumberjack Night Witch
Bats Arrows Zap Dark Prince
Zap 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 Knight Guards
Arrows Zap
Arrows
Arrows Knight Guards Dark Prince
Zap Arrows Dark Prince
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Guards Lumberjack Night Witch
Zap Arrows Knight Dark Prince
Zap Arrows
Knight
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats Night Witch
Zap Arrows Dark Prince
Zap Arrows
Night Witch
Arrows
Zap Arrows
Zap Arrows Dark Prince
Arrows Zap
Zap Arrows
Zap Arrows
Bats Zap Arrows Night Witch
Zap Bats Guards
Night Witch
Zap Arrows Night Witch
Zap Arrows
Arrows
Zap Bats Guards Dark Prince Night Witch
Zap Arrows
Arrows
Knight Dark Prince Lumberjack
Arrows Zap
Zap Arrows
Dark Prince
Zap Bats Guards
Bats Zap
Zap Dark Prince

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