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!

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 Lumberjack Night Witch Mega Knight Monk

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.

Lumberjack Mega Knight

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.

Lumberjack Mega Knight

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 Monk

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 Skeleton Army Night Witch
Giant Snowball
Bats Skeleton Army Lumberjack Night Witch
Zap
Bats Skeleton Army Night Witch
Barbarian Barrel
Skeleton Army Lumberjack Night Witch
The Log
Skeleton Army Lumberjack
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army Night Witch
Royal Delivery
Bats Skeleton Army Lumberjack Night Witch
Fireball
Skeleton Army Lumberjack Night Witch
Poison
Bats Skeleton Army Night Witch
Lightning
Lumberjack Night Witch Monk
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 Mega Knight

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 Night Witch Mega Knight

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

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 Skeleton Army Lumberjack Night Witch Monk Mega Knight

Shortest cycle

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

10 Bats Zap Arrows Skeleton Army

Attack Synergies 2 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
Mega Knight Zap Lumberjack
Zap
Arrows Bats Lumberjack Night Witch Mega Knight
Arrows
Zap Lumberjack Night Witch Mega Knight
Skeleton Army
Lumberjack
Bats Zap Arrows Night Witch Mega Knight
Night Witch
Zap Arrows Lumberjack Mega Knight Monk
Mega Knight
Bats Zap Arrows Lumberjack Night Witch
Monk
Night Witch

Defense Synergies 2 11

Bats
Zap Lumberjack Mega Knight
Zap
Mega Knight Bats Arrows Skeleton Army Lumberjack Night Witch
Arrows
Mega Knight Zap Lumberjack Monk
Skeleton Army
Zap Lumberjack
Lumberjack
Bats Zap Arrows Skeleton Army
Night Witch
Zap Mega Knight
Mega Knight
Zap Arrows Bats Night Witch
Monk
Arrows

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
Skeleton Army Lumberjack Bats Zap Night Witch Mega Knight Monk
Skeleton Army Lumberjack Mega Knight Bats Night Witch
Skeleton Army Lumberjack Night Witch Bats Mega Knight Monk
Arrows Skeleton Army Lumberjack Mega Knight Monk
Arrows Skeleton Army Bats Zap Lumberjack Night Witch Mega Knight
Bats Zap Arrows Night Witch
Zap Arrows Mega Knight Monk
Skeleton Army Lumberjack Night Witch
Skeleton Army Lumberjack Night Witch Mega Knight
Bats Skeleton Army Zap Arrows Lumberjack Night Witch Mega Knight
Arrows Bats Zap Night Witch
Skeleton Army Lumberjack Night Witch Mega Knight Bats Zap
Skeleton Army Mega Knight Bats Zap Arrows Lumberjack Night Witch
Skeleton Army Lumberjack Mega Knight
Skeleton Army Monk Zap Lumberjack Mega Knight
Mega Knight Bats Arrows Skeleton Army Lumberjack Night Witch
Arrows Mega Knight Bats Zap Skeleton Army Lumberjack Night Witch
Zap Arrows Bats Lumberjack Mega Knight
Lumberjack
Skeleton Army Mega Knight Bats Arrows Lumberjack Night Witch

Counters to secondary win conditions

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

Skeleton Army Lumberjack Mega Knight Zap
Zap Arrows Lumberjack Mega Knight Monk
Skeleton Army Lumberjack Mega Knight Bats Zap
Skeleton Army Lumberjack Mega Knight Bats Zap Night Witch Monk
Skeleton Army Lumberjack Night Witch Mega Knight
Arrows Bats Zap Monk
Skeleton Army Bats Lumberjack Night Witch
Mega Knight Skeleton Army Lumberjack
Zap Mega Knight Bats Skeleton Army Monk
Skeleton Army
Mega Knight Bats Lumberjack
Skeleton Army Mega Knight Monk Zap Arrows
Skeleton Army Mega Knight Lumberjack Night Witch
Skeleton Army Mega Knight
Skeleton Army Bats Zap Lumberjack Night Witch Monk
Bats Arrows Mega Knight Zap
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 Monk
Arrows Monk Zap
Arrows
Arrows
Zap Arrows Mega Knight
Arrows Bats Zap Monk
Arrows
Arrows Zap
Arrows Monk Zap
Bats Lumberjack Night Witch
Monk Zap Arrows
Monk Zap Arrows
Arrows Monk
Zap Arrows
Zap Arrows
Arrows Mega Knight
Monk Arrows
Bats Night Witch
Zap Arrows Mega Knight Monk
Zap Arrows Mega Knight Monk
Night Witch Mega Knight Monk
Arrows
Monk
Zap Arrows Monk
Zap Arrows Mega Knight
Arrows Zap Monk
Zap Arrows Mega Knight Monk
Zap Arrows
Bats Zap Arrows Night Witch
Zap Bats
Night Witch
Zap Arrows Night Witch Mega Knight
Zap Arrows Monk
Mega Knight
Arrows Monk
Zap Bats Skeleton Army Night Witch
Zap Arrows Monk
Arrows
Lumberjack Mega Knight
Arrows Zap
Monk Zap Arrows
Mega Knight
Zap Bats
Bats Zap
Zap Mega Knight Monk
Mega Knight Monk

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