My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Electro Dragon 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.

Electro Dragon Bowler Golem Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Arrows Tornado

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.

Electro Spirit 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.

Electro Spirit Electro Dragon 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
Night Witch
Giant Snowball
Electro Dragon Night Witch
Zap
Night Witch
Barbarian Barrel
Electro Spirit Night Witch
The Log
Electro Spirit
Earthquake
Arrows
Electro Spirit Night Witch
Royal Delivery
Electro Spirit Electro Dragon Bowler Night Witch
Fireball
Electro Dragon Bowler Night Witch
Poison
Electro Dragon Night Witch
Lightning
Electro Dragon Bowler Night Witch
Rocket
Electro Dragon Bowler Night Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows Tornado Electro Dragon Bowler

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.

Electro Spirit Arrows Tornado Bowler Golem 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Arrows Tornado Night Witch Electro Dragon Bowler Golem

Shortest cycle

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

9 Electro Spirit Zap Arrows Tornado

Attack Synergies 5 15

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.

Electro Spirit
Zap Bowler Golem
Zap
Arrows Tornado Electro Spirit Electro Dragon Bowler Golem Night Witch
Arrows
Zap Golem Bowler Night Witch
Tornado
Zap Electro Dragon Bowler Golem Night Witch
Electro Dragon
Golem Zap Tornado Bowler
Bowler
Electro Spirit Zap Arrows Tornado Electro Dragon Night Witch
Golem
Arrows Electro Dragon Night Witch Electro Spirit Zap Tornado
Night Witch
Golem Zap Arrows Tornado Bowler

Defense Synergies 1 10

Electro Spirit
Zap
Zap
Electro Spirit Arrows Tornado Electro Dragon Bowler Night Witch
Arrows
Zap Tornado Bowler
Tornado
Bowler Zap Arrows Electro Dragon
Electro Dragon
Zap Tornado Bowler
Bowler
Tornado Zap Arrows Electro Dragon
Golem
Night Witch
Zap

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.

Bowler Zap Electro Dragon
Zap Electro Dragon Night Witch
Tornado Bowler Electro Dragon Night Witch
Night Witch Electro Dragon Bowler
Arrows Tornado Bowler
Arrows Tornado Bowler Electro Spirit Zap Electro Dragon Night Witch
Tornado Electro Spirit Zap Arrows Electro Dragon Night Witch
Bowler Electro Spirit Zap Arrows Electro Dragon
Tornado Night Witch
Tornado Bowler Night Witch
Electro Spirit Zap Arrows Tornado Electro Dragon Bowler Night Witch
Arrows Zap Tornado Electro Dragon Night Witch
Bowler Night Witch Zap Electro Dragon
Bowler Electro Spirit Zap Arrows Tornado Electro Dragon Night Witch
Tornado Zap Bowler
Arrows Tornado Electro Dragon Bowler Night Witch
Arrows Electro Spirit Zap Tornado Electro Dragon Bowler Night Witch
Zap Arrows Tornado Electro Spirit Electro Dragon Bowler
Tornado
Bowler Electro Spirit Arrows Electro Dragon Night Witch

Counters to secondary win conditions

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

Zap Bowler
Zap Arrows Electro Dragon Bowler
Zap Electro Dragon Bowler
Bowler Zap Tornado Night Witch
Bowler Night Witch
Arrows Electro Spirit Zap Tornado Electro Dragon
Bowler Night Witch
Zap Electro Dragon Electro Spirit Tornado
Electro Dragon Bowler
Zap Arrows Tornado Bowler
Bowler Night Witch
Electro Dragon Bowler
Electro Dragon Electro Spirit Zap Tornado Bowler Night Witch
Arrows Bowler Electro Spirit Zap Electro Dragon
Electro Spirit 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 Electro Dragon
Arrows Zap Tornado Electro Dragon Bowler
Arrows Electro Dragon
Arrows
Zap Arrows Bowler
Arrows Electro Spirit Zap Tornado Electro Dragon
Arrows Tornado Bowler
Arrows Zap Tornado Electro Dragon Bowler
Arrows Zap Tornado Electro Dragon
Tornado Electro Dragon Bowler Night Witch
Zap Arrows Tornado Electro Dragon Bowler
Zap Arrows Tornado Electro Dragon
Bowler
Arrows Electro Dragon
Zap Arrows
Zap Arrows Electro Dragon Bowler
Arrows Electro Dragon Bowler
Arrows Tornado
Night Witch
Zap Arrows Electro Dragon Bowler
Zap Arrows Tornado Electro Dragon Bowler
Bowler Night Witch
Arrows Tornado
Tornado Bowler
Zap Arrows Electro Dragon
Zap Arrows Tornado Electro Spirit Electro Dragon Bowler
Arrows Zap Tornado Electro Dragon Bowler
Zap Arrows Tornado Electro Dragon Bowler
Zap Arrows Tornado
Zap Arrows Tornado Electro Dragon Night Witch
Zap Electro Dragon Electro Spirit
Bowler Night Witch
Zap Arrows Electro Dragon Night Witch
Zap Electro Spirit Arrows Electro Dragon
Arrows Bowler
Zap Electro Spirit Electro Dragon Night Witch
Zap Arrows Tornado Electro Dragon
Arrows
Electro Dragon Bowler
Arrows Zap Electro Dragon Bowler
Zap Arrows Tornado
Electro Dragon
Zap Electro Dragon Electro Spirit Tornado Bowler
Zap Tornado Electro Dragon
Electro Dragon Zap Tornado Bowler
Electro Dragon Bowler

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