My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Royal Recruits Dark Prince Witch Night Witch Skeleton King

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.

Rage

Punishments

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

Royal Recruits Dark Prince

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 Recruits Dark Prince Skeleton King

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

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

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Skeleton King

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 Royal Recruits Rage Guards Dark Prince 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Guards Dark Prince Night Witch Skeleton King Witch Royal Recruits

Shortest cycle

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

11 Bats Rage Guards Dark Prince

Attack Synergies 1 9

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 Recruits Rage Dark Prince Skeleton King
Royal Recruits
Bats
Rage
Witch Bats Dark Prince Night Witch
Guards
Dark Prince
Bats Rage Witch
Witch
Rage Dark Prince Skeleton King
Night Witch
Rage Skeleton King
Skeleton King
Bats Witch Night Witch

Defense Synergies 0 6

Bats
Royal Recruits Dark Prince Skeleton King
Royal Recruits
Bats
Rage
Guards
Witch
Dark Prince
Bats Witch Night Witch
Witch
Guards Dark Prince
Night Witch
Dark Prince
Skeleton King
Bats

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.

Royal Recruits
Bats Royal Recruits Dark Prince Witch Night Witch
Witch Bats Royal Recruits Dark Prince Night Witch
Royal Recruits Witch Night Witch Bats Guards Dark Prince Skeleton King
Royal Recruits Dark Prince
Bats Guards Dark Prince Night Witch
Bats Witch Night Witch
Royal Recruits
Witch Royal Recruits Night Witch Skeleton King
Guards Royal Recruits Dark Prince Night Witch
Bats Guards Witch Royal Recruits Dark Prince Night Witch Skeleton King
Bats Witch Night Witch
Royal Recruits Night Witch Bats Guards Dark Prince Witch
Bats Royal Recruits Guards Dark Prince Witch Night Witch Skeleton King
Royal Recruits Skeleton King
Royal Recruits
Bats Royal Recruits Dark Prince Witch Night Witch
Bats Royal Recruits Guards Dark Prince Witch Night Witch
Witch Bats Royal Recruits Guards Dark Prince
Royal Recruits
Royal Recruits Dark Prince Bats Guards Witch Night Witch

Counters to secondary win conditions

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

Royal Recruits Guards Dark Prince Witch
Royal Recruits Guards Bats Dark Prince Witch
Royal Recruits Guards Dark Prince Bats Night Witch
Royal Recruits Guards Dark Prince Witch Night Witch
Bats Witch
Royal Recruits Guards Dark Prince Bats Witch Night Witch
Royal Recruits Dark Prince
Royal Recruits Bats Dark Prince Witch
Royal Recruits Witch Guards
Bats Royal Recruits Guards Dark Prince Witch
Royal Recruits Guards Dark Prince
Royal Recruits Dark Prince Guards Witch Night Witch Skeleton King
Royal Recruits Witch
Royal Recruits Guards Witch Bats Dark Prince Night Witch Skeleton King
Bats Royal Recruits Dark Prince Witch Skeleton King

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.)

Royal Recruits Guards
Royal Recruits Guards Dark Prince
Dark Prince
Bats Witch
Witch
Bats Guards Night Witch
Royal Recruits Dark Prince
Witch
Royal Recruits
Bats Night Witch
Dark Prince
Witch
Night Witch
Royal Recruits
Dark Prince Witch
Witch
Witch
Witch
Bats Witch Night Witch
Bats Guards Witch
Night Witch
Night Witch
Bats Royal Recruits Guards Dark Prince Witch Night Witch
Witch
Dark Prince
Skeleton King
Royal Recruits Dark Prince
Bats Royal Recruits Guards Witch Skeleton King
Bats Witch
Royal Recruits Dark Prince Witch

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